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Engine.HUD


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//=============================================================================
// HUD: Superclass of the heads-up display.
//=============================================================================
class HUD extends Actor
    abstract
    native
    config(user);

//=============================================================================
// Variables.

var globalconfig int HudMode;   
var globalconfig int Crosshair;
var() class<menu> MainMenuType;
var() string HUDConfigWindowType;

var Menu MainMenu;

//=============================================================================
// Status drawing.

simulated event PreRender( canvas Canvas );
simulated event PostRender( canvas Canvas );
simulated function InputNumber(byte F);
simulated function ChangeHud(int d);
simulated function ChangeCrosshair(int d);
simulated function DrawCrossHair( canvas Canvas, int StartX, int StartY);
simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name N );

simulated function PlayReceivedMessage( string S, string PName, ZoneInfo PZone )
{
    PlayerPawn(Owner).ClientMessage(S);
    if (PlayerPawn(Owner).bMessageBeep)
        PlayerPawn(Owner).PlayBeepSound();
}

// DisplayMessages is called by the Console in PostRender.
// It offers the HUD a chance to deal with messages instead of the
// Console.  Returns true if messages were dealt with.
simulated function bool DisplayMessages(canvas Canvas)
{
    return false;
}

defaultproperties
{
     HUDConfigWindowType="UMenu.UMenuHUDConfigCW"
     bHidden=True
     RemoteRole=ROLE_SimulatedProxy
}

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Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:25.937 - Created with UnCodeX