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UT2k4Assault.HUD_Assault

Extends
HudCTeamDeathMatch
Modifiers
config

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Hud
      |   
      +-- XInterface.HudBase
         |   
         +-- XInterface.HudCDeathMatch
            |   
            +-- XInterface.HudCTeamDeathMatch
               |   
               +-- UT2k4Assault.HUD_Assault

Constants Summary
Inherited Contants from XInterface.HudCDeathMatch
WEAPON_BAR_SIZE

Variables Summary
ASGameReplicationInfoASGRI
ASPlayerReplicationInfoASPRI
floatASRadarPosX
floatASRadarPosY
floatASRadarScale
floatAttackerProgressUpdateTime
boolbDrawAllObjectives
boolbDrawRadar
boolbDrawRadarCardinalPoints
Array<TexRotator>BehindObjectiveArrows
byteBehindObjectiveCount
boolbForceObjectiveBoard
boolbForceSpawnNotification
boolbObjectiveReminder
boolbOnHUDObjectiveNotification
boolbShow3DArrow
boolbShowInfoPods
boolbShowObjectiveBoard
boolbShowWillowWhisp
stringCardinal_East
stringCardinal_North
stringCardinal_South
stringCardinal_West
GameObjectiveCurrentObjective
floatfBlink
floatfPulse
floatGlobal_Delta
MaterialHealthBarBackMat
floatHealthBarHeight
MaterialHealthBarMat
floatHealthBarWidth
Array<InfoPod>InfoPods
floatIntroTitleFade
stringIP_Bracket_Close
stringIP_Bracket_Open
floatLastRadarUpdate
stringMetersString
Array<Trigger_ASMessageTrigger>MTrigger
floatNextSpawnNotification
floatNextTrackedVehicleSearch
stringNoGameReplicationInfoString
stringNoTargetString
Array<GameObjective>OBJ
byteObjectiveProgress
floatObjectiveProgressPulseTime
floatObjectiveScale
ObjectivePointingArrowOBJPointingArrow
floatOBJ_FadedOutTime
floatOBJ_ReAppearTime
byteOldObjectiveProgress
intOldRemainingRoundTime
stringPracticeRoundString
bytePrevTeam
Array<Vehicle>RadarVehicleCache
stringTargetString
VehicleTrackedVehicle
HUD_Assault
ObjectiveProgressDisplayObjectiveBoard
SpriteWidgetReinforceBackground
SpriteWidgetReinforceBackGroundDisc
SpriteWidgetReinforceIcon
SpriteWidgetReinforcePulse
NumericWidgetReinforceSprNum
SpriteWidgetRoundTimeBackGround
SpriteWidgetRoundTimeBackGroundDisc
SpriteWidgetRoundTimeIcon
NumericWidgetRoundTimeMinutes
NumericWidgetRoundTimeSeconds
SpriteWidgetRoundTimeSeparator
SpriteWidgetTeleportBackground
SpriteWidgetTeleportBackgroundDisc
SpriteWidgetTeleportIcon
SpriteWidgetTeleportPulse
NumericWidgetTeleportSprNum
SpriteWidgetVSBackground
SpriteWidgetVSBackgroundDisc
SpriteWidgetVSIcon
SpriteWidgetVSPulse
Inherited Variables from XInterface.HudCTeamDeathMatch
CarriersLocation, CarriersName, CarrierTextColor1, CarrierTextColor2, CarrierTextColor3, CNPosX, CNPosY, LinkEstablishedMessage, LinkIcon, Links, ScoreTeam[2], TeamScoreBackGroundDisc[2], TeamScoreBackGround[2], TeamSymbols[2], totalLinks, VersusSymbol
Inherited Variables from XInterface.HudCDeathMatch
AdrenalineAlert, AdrenalineBackground, AdrenalineBackgroundDisc, AdrenalineCount, AdrenalineIcon, AmmoIcon, BarAmmoIcon[WEAPON_BAR_SIZE], BarBorderAmmoIndicator[WEAPON_BAR_SIZE], BarBorderScaledPosition[WEAPON_BAR_SIZE], BarBorder[WEAPON_BAR_SIZE], BarWeaponIconAnim[WEAPON_BAR_SIZE], BarWeaponIcon[WEAPON_BAR_SIZE], BarWeaponStates[WEAPON_BAR_SIZE], BaseWeapons[WEAPON_BAR_SIZE], bDrawTimer, bShowMissingWeaponInfo, CountDownName[10], CurAmmoPrimary, CurEnergy, CurHealth, CurRank, CurScore, CurShield, CurVehicleHealth, CustomHUDHighlightColor, DigitsAmmo, DigitsBig, DigitsBigPulse, DigitsHealth, DigitsShield, DigitsVehicleHealth, FadeTime, HudAmmoALERT, HudBorderAmmo, HudBorderHealth, HudBorderHealthIcon, HudBorderShield, HudBorderShieldIcon, HudBorderVehicleHealth, HudBorderVehicleHealthIcon, HudColorBlack, HudColorBlue, HudColorHighLight, HudColorNormal, HudColorRed, HudColorTeam[2], HudHealthALERT, HudVehicleHealthALERT, LastAdrenalineTime, LastDamagedHealth, LastDamagedVehicleHealth, LastEnergy, LastHealth, LastShield, LastVehicleHealth, LevelActionFontColor, LevelActionFontFont, LevelActionPositionX, LevelActionPositionY, LongCountName[10], MaxAmmoPrimary, MaxEnergy, MaxShield, myRank, MySceneManagers, myScore, MyScoreBackground, MyScoreIcon, mySpread, NamedPlayer, NameTime, OldPawn, OldRemainingTime, Portrait, PortraitTime, PortraitX, RechargeBar, ScoreDiff, TeamLinked, TimerBackground, TimerBackgroundDisc, TimerDigitSpacer[2], TimerHours, TimerIcon, TimerMinutes, TimerSeconds, UDamageIcon, UDamageTime, VehicleDrawTimer, VehicleName, ZoomToggleTime

Structures Summary
Inherited Structures from XInterface.HudCDeathMatch
WeaponState

Functions Summary
event AnnouncementPlayed (Name AnnouncerSound, byte Switch ))
functionfloat ApplySmartRangeDist (float Dist ))
functionbool CanSpawnNotify ()))
function CanvasDrawActors (Canvas C, bool bClearedZBuffer ))
function CheckCountdown (GameReplicationInfo GRI))
functionbool CheckObjectivePriority (GameObjective GO))
function ClipScreenCoords (Canvas C, out float X, out float Y, optional float XL, optional float YL ))
functionbool CustomHUDColorAllowed ()))
event Destroyed ()))
function Draw3dObjectiveArrow (Canvas C ))
functionbool DrawActorTracking (Canvas C, Actor A, bool bOptionalIndicator, out vector ScreenPos ))
function DrawActorTracking_Behind (Canvas C, Actor A, bool bOptionalIndicator, vector CamLoc, rotator CamRot, out vector ScreenPos ))
function DrawActorTracking_Obstructed (Canvas C, Actor A, bool bOptionalIndicator, vector CamLoc, out vector ScreenPos ))
function DrawAdrenaline (Canvas C)
function DrawAssaultHUDLayer (Canvas C ))
function DrawCinematicHUD (Canvas C ))
function DrawCriticalObjectiveOverlay (Canvas C, vector ScreenPos, float Scale ))
function DrawCustomHealthInfo (Canvas C, PlayerController PC, bool bSkaarj ))
function DrawHealthBar (Canvas C, vector HBScreenPos, float Health, float MaxHealth, Color ObjColor))
function DrawHudPassA (Canvas C))
function DrawHudPassB (Canvas C))
function DrawHudPassC (Canvas C))
function DrawInfoPods (Canvas C ))
function DrawIntroTitle (Canvas C ))
function DrawObjectiveIcon (Canvas C, bool bOptionalObjective, float posX, float posY, float tileX, float tileY ))
function DrawObjectives (Canvas C))
function DrawObjectiveStatusOverlay (Canvas C, float Progress, bool bCriticalFlash, vector ScreenPos, float Scale ))
function DrawPracticeRoundInfo (Canvas C ))
function DrawRadarPassA (Canvas C ))
function DrawRadarPassB (Canvas C ))
function DrawSpectatingHud (Canvas C))
function DrawTeamVS (Canvas C ))
function DrawTextWithBackground (Canvas C, String Text, Color TextColor, float XO, float YO ))
function DrawTimer (Canvas C)
function DrawTrackedGameObjectIcon (Canvas C, float X, float Y, float Scale ))
function DrawTrackedVehicleIcon (Canvas C, Vehicle TrackedVehicle, float X, float Y, float Scale ))
function DrawVisibleObjective (Canvas C, GameObjective GO, vector ScreenPos, Rotator CamRot ))
function Draw_2DCollisionBox (Canvas C, Actor A, Vector ScrPos, String Description, float ColExpand, bool bSizeOverride ))
functionvector ExpandTargetOrientationToCanvas (Canvas C, vector Orientation ))
functionGameObjective GetCurrentObjective ()))
functionColor GetGYRColorRamp (float Pct ))
functionString GetInfoString ()))
functionColor GetObjectiveColor (GameObjective GO, optional out byte bProgressPulsing ))
functionfloat GetRadarDotDist (Vector Dist, Vector ViewX, Vector ViewY ))
functionvector GetRadarDotPosition (Canvas C, Vector Dist, Vector ViewX, Vector ViewY, float OffsetScale, float OffsetY ))
functionvector GetScreenCorner (Canvas C, Actor A, Vector CornerVect, Vector IPScrO, Rotator CameraRotation, float ColExpand ))
functionvector GetTargetOrientation (Actor Target, vector CamLoc, rotator CamRot ))
functionColor GetTeamColor (byte Team ))
functionTexRotator Get_BehindObjectiveArrow ()))
function HighlightCurrentObjective (bool bShowWayPoint ))
functionbool IsObjectiveVisible (Canvas C, GameObjective Target, out vector ScreenPos, Vector CamLoc, Rotator CamRot ))
functionbool IsTargetInFrontOfPlayer (Canvas C, Actor Target, out Vector ScreenPos, Vector CamLoc, Rotator CamRot ))
functionbool IsVSRelevant ()))
function NotifyUpdatedObjective ()))
event PostBeginPlay ()))
function PrecacheFonts (Canvas C))
function Release_BehindObjectiveArrows ()))
function Release_ObjectivePointingArrow ()))
functionbool ShouldShowObjectiveBoard ()))
function ShowObjectiveBoard ()))
function ShowSpawnAreas ()))
function ShowTeamScorePassA (Canvas C))
function ShowTeamScorePassC (Canvas C)
event TeamChanged ()))
function Tick (float DeltaTime))
function UpdateActorTracking (Canvas C ))
function UpdatePrecacheMaterials ()))
function UpdatePrecacheStaticMeshes ()))
function UpdateTeamHud ()))
Inherited Functions from XInterface.HudCTeamDeathMatch
CustomHUDColorAllowed, DrawHudPassA, DrawHudPassC, drawLinkText, DrawMyScore, DrawSpectatingHud, DrawTeamOverlay, showLinks, ShowTeamScorePassA, ShowTeamScorePassC, ShowVersusIcon, TeamScoreOffset, Tick, UpdateHud, UpdateRankAndSpread, UpdateTeamHud
Inherited Functions from XInterface.HudCDeathMatch
CalculateAmmo, CalculateEnergy, CalculateHealth, CalculateScore, CalculateShield, CheckCountdown, CustomCrosshairColorAllowed, CustomCrosshairsAllowed, CustomHUDColorAllowed, DisplayEnemyName, DisplayPortrait, DisplayVoiceGain, DrawAdrenaline, DrawChargeBar, DrawCrosshair, DrawEnemyName, DrawHUDAnimDigit, DrawHUDAnimWidget, DrawHudPassA, DrawHudPassC, DrawLevelAction, DrawSpectatingHud, DrawTimer, DrawUDamage, DrawVehicleChargeBar, DrawVehicleName, DrawWeaponBar, FadeZoom, GetInfoString, GetScoreTagLine, GetScoreText, GetScoreValue, GetTeamColor, GrowHUD, IsInCinematic, LoadLevelActionFont, PostBeginPlay, SetCustomCrosshairColors, SetCustomCrosshairs, SetCustomHUDColor, ShowReloadingPulse, ShrinkHUD, Tick, UpdateHud, UpdatePrecacheMaterials, UpdateRankAndSpread, ZoomFadeOut


Variables Detail

ASGRI Source code

var ASGameReplicationInfo ASGRI;

ASPRI Source code

var ASPlayerReplicationInfo ASPRI;

ASRadarPosX Source code

var config float ASRadarPosX;

ASRadarPosY Source code

var config float ASRadarPosY;

ASRadarScale Source code

var float ASRadarScale;

AttackerProgressUpdateTime Source code

var float AttackerProgressUpdateTime;

bDrawAllObjectives Source code

var config bool bDrawAllObjectives;

bDrawRadar Source code

var config bool bDrawRadar;

bDrawRadarCardinalPoints Source code

var config bool bDrawRadarCardinalPoints;

BehindObjectiveArrows Source code

var Array<TexRotator> BehindObjectiveArrows;

BehindObjectiveCount Source code

var byte BehindObjectiveCount;

bForceObjectiveBoard Source code

var bool bForceObjectiveBoard;

bForceSpawnNotification Source code

var bool bForceSpawnNotification;

bObjectiveReminder Source code

var config bool bObjectiveReminder;

bOnHUDObjectiveNotification Source code

var config bool bOnHUDObjectiveNotification;

bShow3DArrow Source code

var config bool bShow3DArrow;

bShowInfoPods Source code

var config bool bShowInfoPods;

bShowObjectiveBoard Source code

var bool bShowObjectiveBoard;

bShowWillowWhisp Source code

var config bool bShowWillowWhisp;

Cardinal_East Source code

var localized string Cardinal_East;

Cardinal_North Source code

var localized string Cardinal_North;

Cardinal_South Source code

var localized string Cardinal_South;

Cardinal_West Source code

var localized string Cardinal_West;

CurrentObjective Source code

var GameObjective CurrentObjective;

fBlink Source code

var float fBlink;

fPulse Source code

var float fPulse;

Global_Delta Source code

var float Global_Delta;

HealthBarBackMat Source code

var Material HealthBarBackMat;

HealthBarHeight Source code

var float HealthBarHeight;

HealthBarMat Source code

var Material HealthBarMat;

HealthBarWidth Source code

var float HealthBarWidth;

InfoPods Source code

var Array<InfoPod> InfoPods;

IntroTitleFade Source code

var float IntroTitleFade;

IP_Bracket_Close Source code

var localized string IP_Bracket_Close;

IP_Bracket_Open Source code

var localized string IP_Bracket_Open;

LastRadarUpdate Source code

var float LastRadarUpdate;

MetersString Source code

var localized string MetersString;

MTrigger Source code

var Array<Trigger_ASMessageTrigger> MTrigger;

NextSpawnNotification Source code

var float NextSpawnNotification;

NextTrackedVehicleSearch Source code

var float NextTrackedVehicleSearch;

NoGameReplicationInfoString Source code

var localized string NoGameReplicationInfoString;

NoTargetString Source code

var localized string NoTargetString;

OBJ Source code

var Array<GameObjective> OBJ;

ObjectiveProgress Source code

var byte ObjectiveProgress;

ObjectiveProgressPulseTime Source code

var config float ObjectiveProgressPulseTime;

ObjectiveScale Source code

var config float ObjectiveScale;

OBJPointingArrow Source code

var ObjectivePointingArrow OBJPointingArrow;

OBJ_FadedOutTime Source code

var float OBJ_FadedOutTime;

OBJ_ReAppearTime Source code

var float OBJ_ReAppearTime;

OldObjectiveProgress Source code

var byte OldObjectiveProgress;

OldRemainingRoundTime Source code

var int OldRemainingRoundTime;

PracticeRoundString Source code

var localized string PracticeRoundString;

PrevTeam Source code

var byte PrevTeam;

RadarVehicleCache Source code

var Array<Vehicle> RadarVehicleCache;

TargetString Source code

var localized string TargetString;

TrackedVehicle Source code

var Vehicle TrackedVehicle;

HUD_Assault

ObjectiveBoard Source code

var(HUD_Assault) ObjectiveProgressDisplay ObjectiveBoard;

ReinforceBackground Source code

var(HUD_Assault) SpriteWidget ReinforceBackground;

ReinforceBackGroundDisc Source code

var(HUD_Assault) SpriteWidget ReinforceBackGroundDisc;

ReinforceIcon Source code

var(HUD_Assault) SpriteWidget ReinforceIcon;

ReinforcePulse Source code

var(HUD_Assault) SpriteWidget ReinforcePulse;

ReinforceSprNum Source code

var(HUD_Assault) NumericWidget ReinforceSprNum;

RoundTimeBackGround Source code

var(HUD_Assault) SpriteWidget RoundTimeBackGround;

RoundTimeBackGroundDisc Source code

var(HUD_Assault) SpriteWidget RoundTimeBackGroundDisc;

RoundTimeIcon Source code

var(HUD_Assault) SpriteWidget RoundTimeIcon;

RoundTimeMinutes Source code

var(HUD_Assault) NumericWidget RoundTimeMinutes;

RoundTimeSeconds Source code

var(HUD_Assault) NumericWidget RoundTimeSeconds;

RoundTimeSeparator Source code

var(HUD_Assault) SpriteWidget RoundTimeSeparator;

TeleportBackground Source code

var(HUD_Assault) SpriteWidget TeleportBackground;

TeleportBackgroundDisc Source code

var(HUD_Assault) SpriteWidget TeleportBackgroundDisc;

TeleportIcon Source code

var(HUD_Assault) SpriteWidget TeleportIcon;

TeleportPulse Source code

var(HUD_Assault) SpriteWidget TeleportPulse;

TeleportSprNum Source code

var(HUD_Assault) NumericWidget TeleportSprNum;

VSBackground Source code

var(HUD_Assault) SpriteWidget VSBackground;

VSBackgroundDisc Source code

var(HUD_Assault) SpriteWidget VSBackgroundDisc;

VSIcon Source code

var(HUD_Assault) SpriteWidget VSIcon;

VSPulse Source code

var(HUD_Assault) SpriteWidget VSPulse;


Functions Detail

AnnouncementPlayed Source code

event AnnouncementPlayed ( Name AnnouncerSound, byte Switch ) )

ApplySmartRangeDist Source code

function float ApplySmartRangeDist ( float Dist ) )

CanSpawnNotify Source code

simulated function bool CanSpawnNotify ( ) )

CanvasDrawActors Source code

function CanvasDrawActors ( Canvas C, bool bClearedZBuffer ) )

CheckCountdown Source code

function CheckCountdown ( GameReplicationInfo GRI) )

CheckObjectivePriority Source code

simulated function bool CheckObjectivePriority ( GameObjective GO) )

ClipScreenCoords Source code

static function ClipScreenCoords ( Canvas C, out float X, out float Y, optional float XL, optional float YL ) )

CustomHUDColorAllowed Source code

function bool CustomHUDColorAllowed ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

Draw3dObjectiveArrow Source code

simulated function Draw3dObjectiveArrow ( Canvas C ) )

DrawActorTracking Source code

simulated function bool DrawActorTracking ( Canvas C, Actor A, bool bOptionalIndicator, out vector ScreenPos ) )

DrawActorTracking_Behind Source code

simulated function DrawActorTracking_Behind ( Canvas C, Actor A, bool bOptionalIndicator, vector CamLoc, rotator CamRot, out vector ScreenPos ) )

DrawActorTracking_Obstructed Source code

simulated function DrawActorTracking_Obstructed ( Canvas C, Actor A, bool bOptionalIndicator, vector CamLoc, out vector ScreenPos ) )

DrawAdrenaline Source code

simulated function DrawAdrenaline ( Canvas C )

DrawAssaultHUDLayer Source code

simulated function DrawAssaultHUDLayer ( Canvas C ) )

DrawCinematicHUD Source code

simulated function DrawCinematicHUD ( Canvas C ) )

DrawCriticalObjectiveOverlay Source code

simulated function DrawCriticalObjectiveOverlay ( Canvas C, vector ScreenPos, float Scale ) )

DrawCustomHealthInfo Source code

static function DrawCustomHealthInfo ( Canvas C, PlayerController PC, bool bSkaarj ) )

DrawHealthBar Source code

simulated function DrawHealthBar ( Canvas C, vector HBScreenPos, float Health, float MaxHealth, Color ObjColor) )

DrawHudPassA Source code

simulated function DrawHudPassA ( Canvas C) )

DrawHudPassB Source code

simulated function DrawHudPassB ( Canvas C) )

DrawHudPassC Source code

simulated function DrawHudPassC ( Canvas C) )

DrawInfoPods Source code

simulated function DrawInfoPods ( Canvas C ) )

DrawIntroTitle Source code

simulated function DrawIntroTitle ( Canvas C ) )

DrawObjectiveIcon Source code

simulated function DrawObjectiveIcon ( Canvas C, bool bOptionalObjective, float posX, float posY, float tileX, float tileY ) )

DrawObjectives Source code

simulated function DrawObjectives ( Canvas C) )

DrawObjectiveStatusOverlay Source code

simulated function DrawObjectiveStatusOverlay ( Canvas C, float Progress, bool bCriticalFlash, vector ScreenPos, float Scale ) )

DrawPracticeRoundInfo Source code

simulated function DrawPracticeRoundInfo ( Canvas C ) )

DrawRadarPassA Source code

function DrawRadarPassA ( Canvas C ) )

DrawRadarPassB Source code

simulated function DrawRadarPassB ( Canvas C ) )

DrawSpectatingHud Source code

simulated function DrawSpectatingHud ( Canvas C) )

DrawTeamVS Source code

simulated function DrawTeamVS ( Canvas C ) )

DrawTextWithBackground Source code

simulated function DrawTextWithBackground ( Canvas C, String Text, Color TextColor, float XO, float YO ) )

DrawTimer Source code

simulated function DrawTimer ( Canvas C )

DrawTrackedGameObjectIcon Source code

simulated function DrawTrackedGameObjectIcon ( Canvas C, float X, float Y, float Scale ) )

DrawTrackedVehicleIcon Source code

simulated function DrawTrackedVehicleIcon ( Canvas C, Vehicle TrackedVehicle, float X, float Y, float Scale ) )

DrawVisibleObjective Source code

simulated function DrawVisibleObjective ( Canvas C, GameObjective GO, vector ScreenPos, Rotator CamRot ) )

Draw_2DCollisionBox Source code

static function Draw_2DCollisionBox ( Canvas C, Actor A, Vector ScrPos, String Description, float ColExpand, bool bSizeOverride ) )

ExpandTargetOrientationToCanvas Source code

final static function vector ExpandTargetOrientationToCanvas ( Canvas C, vector Orientation ) )

GetCurrentObjective Source code

simulated function GameObjective GetCurrentObjective ( ) )

GetGYRColorRamp Source code

static function Color GetGYRColorRamp ( float Pct ) )

GetInfoString Source code

simulated function String GetInfoString ( ) )

GetObjectiveColor Source code

simulated function Color GetObjectiveColor ( GameObjective GO, optional out byte bProgressPulsing ) )

GetRadarDotDist Source code

function float GetRadarDotDist ( Vector Dist, Vector ViewX, Vector ViewY ) )

GetRadarDotPosition Source code

function vector GetRadarDotPosition ( Canvas C, Vector Dist, Vector ViewX, Vector ViewY, float OffsetScale, float OffsetY ) )

GetScreenCorner Source code

static function vector GetScreenCorner ( Canvas C, Actor A, Vector CornerVect, Vector IPScrO, Rotator CameraRotation, float ColExpand ) )

GetTargetOrientation Source code

final static function vector GetTargetOrientation ( Actor Target, vector CamLoc, rotator CamRot ) )

GetTeamColor Source code

static function Color GetTeamColor ( byte Team ) )

Get_BehindObjectiveArrow Source code

simulated function TexRotator Get_BehindObjectiveArrow ( ) )

HighlightCurrentObjective Source code

simulated function HighlightCurrentObjective ( bool bShowWayPoint ) )

IsObjectiveVisible Source code

simulated final function bool IsObjectiveVisible ( Canvas C, GameObjective Target, out vector ScreenPos, Vector CamLoc, Rotator CamRot ) )

IsTargetInFrontOfPlayer Source code

static function bool IsTargetInFrontOfPlayer ( Canvas C, Actor Target, out Vector ScreenPos, Vector CamLoc, Rotator CamRot ) )

IsVSRelevant Source code

simulated function bool IsVSRelevant ( ) )

NotifyUpdatedObjective Source code

simulated function NotifyUpdatedObjective ( ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PrecacheFonts Source code

simulated function PrecacheFonts ( Canvas C) )

Release_BehindObjectiveArrows Source code

simulated function Release_BehindObjectiveArrows ( ) )

Release_ObjectivePointingArrow Source code

simulated function Release_ObjectivePointingArrow ( ) )

ShouldShowObjectiveBoard Source code

simulated function bool ShouldShowObjectiveBoard ( ) )

ShowObjectiveBoard Source code

exec function ShowObjectiveBoard ( ) )

ShowSpawnAreas Source code

exec function ShowSpawnAreas ( ) )

ShowTeamScorePassA Source code

simulated function ShowTeamScorePassA ( Canvas C) )

ShowTeamScorePassC Source code

simulated function ShowTeamScorePassC ( Canvas C )

TeamChanged Source code

simulated event TeamChanged ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

UpdateActorTracking Source code

simulated function UpdateActorTracking ( Canvas C ) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )

UpdatePrecacheStaticMeshes Source code

simulated function UpdatePrecacheStaticMeshes ( ) )

UpdateTeamHud Source code

simulated function UpdateTeamHud ( ) )


Defaultproperties

defaultproperties
{
     ObjectiveScale=1.000000
     bOnHUDObjectiveNotification=True
     bShowInfoPods=True
     bDrawAllObjectives=True
     bShow3DArrow=True
     bObjectiveReminder=True
     bDrawRadar=True
     bDrawRadarCardinalPoints=True
     bShowWillowWhisp=True
     OBJ_ReAppearTime=7.000000
     OBJ_FadedOutTime=6.000000
     ASRadarScale=0.200000
     ASRadarPosX=0.900000
     ASRadarPosY=0.200000
     HealthBarBackMat=Texture'InterfaceContent.Menu.BorderBoxD'
     HealthBarMat=Texture'ONSInterface-TX.HealthBar'
     HealthBarWidth=80.000000
     HealthBarHeight=8.000000
     IP_Bracket_Open="["
     IP_Bracket_Close="]"
     Cardinal_North="N"
     Cardinal_East="E"
     Cardinal_South="S"
     Cardinal_West="W"
     NoGameReplicationInfoString="Receiving Server State..."
     MetersString="m"
     TargetString="Target:"
     NoTargetString="No Target"
     PracticeRoundString="Practice Round"
     ObjectiveProgressPulseTime=7.000000
     ObjectiveProgress=255
     OldObjectiveProgress=255
     RoundTimeBackGround=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=168,Y1=211,X2=334,Y2=255),TextureScale=0.530000,OffsetY=5,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     ReinforceBackground=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=168,Y1=211,X2=334,Y2=255),TextureScale=0.530000,PosY=0.060000,OffsetY=5,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     TeleportBackground=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=168,Y1=211,X2=334,Y2=255),TextureScale=0.530000,PosY=0.180000,OffsetY=5,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     VSBackground=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=168,Y1=211,X2=334,Y2=255),TextureScale=0.530000,PosY=0.120000,OffsetY=5,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     RoundTimeIcon=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=150,Y1=356,X2=184,Y2=389),TextureScale=0.530000,DrawPivot=DP_MiddleLeft,OffsetX=15,OffsetY=28,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     ReinforceIcon=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=111,Y1=355,X2=144,Y2=390),TextureScale=0.530000,DrawPivot=DP_MiddleLeft,PosY=0.060000,OffsetX=15,OffsetY=28,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     TeleportIcon=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=429,Y1=136,X2=489,Y2=173),TextureScale=0.400000,DrawPivot=DP_MiddleLeft,PosY=0.180000,OffsetX=9,OffsetY=37,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     VSIcon=(WidgetTexture=Texture'AS_FX_TX.Icons.ScoreBoard_Objective_Final',RenderStyle=STY_Alpha,TextureCoords=(X2=128,Y2=128),TextureScale=0.170000,DrawPivot=DP_MiddleLeft,PosY=0.120000,OffsetX=37,OffsetY=90,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     ReinforcePulse=(WidgetTexture=FinalBlend'HUDContent.Generic.HUDPulse',RenderStyle=STY_Alpha,TextureCoords=(X1=342,Y1=438,X2=406,Y2=502),TextureScale=0.500000,DrawPivot=DP_MiddleLeft,PosY=0.060000,OffsetX=1,OffsetY=28,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     TeleportPulse=(WidgetTexture=FinalBlend'HUDContent.Generic.HUDPulse',RenderStyle=STY_Alpha,TextureCoords=(X1=342,Y1=438,X2=406,Y2=502),TextureScale=0.500000,DrawPivot=DP_MiddleLeft,PosY=0.180000,OffsetX=1,OffsetY=28,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     VSPulse=(WidgetTexture=FinalBlend'HUDContent.Generic.HUDPulse',RenderStyle=STY_Alpha,TextureCoords=(X1=342,Y1=438,X2=406,Y2=502),TextureScale=0.500000,DrawPivot=DP_MiddleLeft,PosY=0.120000,OffsetX=1,OffsetY=28,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     RoundTimeBackGroundDisc=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=119,Y1=258,X2=173,Y2=313),TextureScale=0.530000,OffsetX=5,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     ReinforceBackGroundDisc=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=119,Y1=258,X2=173,Y2=313),TextureScale=0.530000,PosY=0.060000,OffsetX=5,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     TeleportBackgroundDisc=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=119,Y1=258,X2=173,Y2=313),TextureScale=0.530000,PosY=0.180000,OffsetX=5,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     VSBackgroundDisc=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=119,Y1=258,X2=173,Y2=313),TextureScale=0.530000,PosY=0.120000,OffsetX=5,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     RoundTimeSeparator=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(X1=495,Y1=91,X2=503,Y2=112),TextureScale=0.540000,DrawPivot=DP_MiddleLeft,OffsetX=100,OffsetY=28,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     RoundTimeMinutes=(RenderStyle=STY_Alpha,MinDigitCount=2,TextureScale=0.540000,DrawPivot=DP_MiddleLeft,OffsetX=20,OffsetY=27,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     RoundTimeSeconds=(RenderStyle=STY_Alpha,MinDigitCount=2,TextureScale=0.540000,DrawPivot=DP_MiddleLeft,OffsetX=110,OffsetY=27,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255),bPadWithZeroes=1)
     ReinforceSprNum=(RenderStyle=STY_Alpha,MinDigitCount=2,TextureScale=0.540000,DrawPivot=DP_MiddleLeft,PosY=0.060000,OffsetX=60,OffsetY=27,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255),bPadWithZeroes=1)
     TeleportSprNum=(RenderStyle=STY_Alpha,MinDigitCount=2,TextureScale=0.540000,DrawPivot=DP_MiddleLeft,PosY=0.180000,OffsetX=60,OffsetY=27,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255),bPadWithZeroes=1)
     HudColorHighLight=(B=32,G=192)
}

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Creation time: sk 18-3-2018 09:49:42.050 - Created with UnCodeX