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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Key binding screen for the PS3. */ class UTUIFrontEnd_BindKeysPS3 extends UTUIFrontEnd dependson(UTProfileSettings); enum EPossiblePS3Buttons { UTPS3Button_X, UTPS3Button_Circle, UTPS3Button_Square, UTPS3Button_Triangle, UTPS3Button_Select, UTPS3Button_R1, UTPS3Button_R2, UTPS3Button_R3, UTPS3Button_L1, UTPS3Button_L2, UTPS3Button_L3, UTPS3Button_DPadUp, UTPS3Button_DPadDown, UTPS3Button_DPadLeft, UTPS3Button_DPadRight }; /** PS3 presets */ struct PS3InputPreset { var array<EDigitalButtonActions> Buttons; }; var array<EDigitalButtonActions> Preset1; var array<EDigitalButtonActions> Preset2; var array<EDigitalButtonActions> Preset3; var array<PS3InputPreset> PossiblePresets; var array<int> ButtonProfileMappings; /** Whether or not the user is customizing the entire screen. */ var transient bool bCustomMode; /** Reference to the string list datastore. */ var transient UTUIDataStore_StringList StringListDataStore; /** Reference to the option list for this widget */ var transient UTUIOptionList OptionList; var transient UTUIOptionList PresetList; var transient array<UILabel> ButtonLabels; var transient UILabel LeftStickLabel; var transient UILabel RightStickLabel; var transient array<name> LabelNames; /** Localized labels for the left and right sticks depending on the current analog stick action. */ var transient array<string> LeftStickStrings; var transient array<string> RightStickStrings; /** Starting values for the buttons. */ var transient array<int> ButtonStartingValues; var transient int SticksStartingValue; /** Starting values after presets are considered so we can determine if a change was actually made for warning message. */ var transient array<int> ButtonStartingValuesStorage; var transient int SticksStartingValueStorage; /** Global scene reference for non intrusive message box scene */ var transient UIScene NonIntrusiveMessageBoxScene; /** Whether to display the crucialbind warning when closing the lose saved data screen. */ var transient bool bShowCrucialBindWarning; /** List of what binds are crucial or not. */ var transient array<bool> CrucialBindValues; /** Delegate to mark the profile as dirty. */ delegate MarkDirty(); /** Post initialize callback. */ event PostInitialize() { local int LabelIdx; local int ButtonIdx; local int CurrentButton; local UILabel LabelObj; local UTProfileSettings Profile; Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile); Super.PostInitialize(); // Get widget references OptionList = UTUIOptionList(FindChild('lstOptions', true)); OptionList.OnOptionChanged = OnOptionList_OptionChanged; OptionList.OnAcceptOptions = OnAcceptOptions; PresetList = UTUIOptionList(FindChild('lstPresets', true)); PresetList.OnOptionChanged = OnPresetList_OptionChanged; PresetList.OnAcceptOptions = OnAcceptOptions; for(LabelIdx=0; LabelIdx<LabelNames.length; LabelIdx++) { LabelObj = UILabel(FindChild(LabelNames[LabelIdx], true)); if(LabelObj != None) { ButtonLabels.length = ButtonLabels.length + 1; ButtonLabels[ButtonLabels.length-1]=LabelObj; } } LeftStickLabel = UILabel(FindChild('lblLeftStick', true)); RightStickLabel = UILabel(FindChild('lblRightStick', true)); StringListDataStore = UTUIDataStore_StringList(GetCurrentUIController().DataStoreManager.FindDataStore('UTStringList')); PossiblePresets.length=3; PossiblePresets[0].Buttons = Preset1; PossiblePresets[1].Buttons = Preset2; PossiblePresets[2].Buttons = Preset3; // Get all of the starting values Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, SticksStartingValue); ButtonStartingValues.length = UTPS3Button_MAX; for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++) { Profile.GetProfileSettingValueId(ButtonProfileMappings[ButtonIdx],CurrentButton); ButtonStartingValues[ButtonIdx]=CurrentButton; } CheckForPreset(); UpdateButtonLabels(); // Get all of the starting values for storage so that we can determine if a change actually happened when exiting. Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, SticksStartingValueStorage); ButtonStartingValuesStorage.length = UTPS3Button_MAX; for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++) { Profile.GetProfileSettingValueId(ButtonProfileMappings[ButtonIdx],CurrentButton); ButtonStartingValuesStorage[ButtonIdx]=CurrentButton; } } /** Callback to setup the buttonbar for this scene. */ function SetupButtonBar() { ButtonBar.Clear(); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Back>", OnButtonBar_Back); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Accept>", OnButtonBar_Accept); if(bCustomMode) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Presets>", OnButtonBar_ToggleCustomMode); } else { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Customize>", OnButtonBar_ToggleCustomMode); } } /** Checks to see if we are in a preset mode. If so, it sets the appropriate variables and displays the preset selector instead of the custom selector. */ function CheckForPreset() { local int PresetIdx; local int ButtonIdx; local int CurrentButton; local bool bFoundPreset; local UTProfileSettings Profile; Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile); bCustomMode = true; // Loop through all presets and see if our current config matches any of them. for(PresetIdx=0; PresetIdx<PossiblePresets.length; PresetIdx++) { bFoundPreset=true; for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++) { if(Profile.GetProfileSettingValueId(ButtonProfileMappings[ButtonIdx],CurrentButton) && PossiblePresets[PresetIdx].Buttons[ButtonIdx]!=CurrentButton) { LogInternal("Preset Mismatch: Preset:"@PresetIdx@"Button"@ButtonIdx@"Expected"@PossiblePresets[PresetIdx].Buttons[ButtonIdx]@"Found"@CurrentButton); bFoundPreset=false; break; } } if(bFoundPreset) { LogInternal("Found Preset: "$PresetIdx); bCustomMode=false; StringListDataStore.SetCurrentValueIndex('PS3ButtonPresets', PresetIdx); PresetList.RefreshAllOptions(); break; } } ModeChanged(); } /** Updates the labels for the buttons on the 360 controller diagram. */ function UpdateButtonLabels() { local int CurrentPreset; local UTProfileSettings Profile; local int LabelIdx; local string StickLabel; local string ButtonLabel; Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile); for(LabelIdx=0; LabelIdx<ButtonLabels.length; LabelIdx++) { ButtonLabels[LabelIdx].RefreshSubscriberValue(); } // Analog Sticks if(Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, CurrentPreset)) { // Left Stick if(Profile.GetProfileSettingValue(class'UTProfileSettings'.const.UTPID_GamepadBinding_LeftThumbstickPressed, ButtonLabel)) { StickLabel=LeftStickStrings[CurrentPreset]$"<Strings:UTGameUI.AnalogStick.Press> "$ButtonLabel; LeftStickLabel.SetDataStoreBinding(StickLabel); } // Right Stick if(Profile.GetProfileSettingValue(class'UTProfileSettings'.const.UTPID_GamepadBinding_RightThumbstickPressed, ButtonLabel)) { StickLabel=RightStickStrings[CurrentPreset]$"<Strings:UTGameUI.AnalogStick.Press> "$ButtonLabel; RightStickLabel.SetDataStoreBinding(StickLabel); } } } /** Returns the index of the first crucial bind not bound. Returns -1 if all is good. */ function int GetFirstUnboundCrucialBind() { local int Idx; local UTProfileSettings Profile; Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile); for (Idx = 0; Idx < CrucialBindValues.length; Idx++) { if (CrucialBindValues[Idx]) { if (!Profile.ActionIsBound(EDigitalButtonActions(Idx))) { return Idx; } } } return -1; } /** Will first check to see if there are any unbound crucial binds and close the scene if not. Returns true if successfully closing. */ function bool CheckForCrucialBindsAndClose() { local int CrucialBindIdx; local UTUIScene_MessageBox MessageBoxReference; local array<string> MessageBoxOptions; local string CrucialBindTitle; local UTProfileSettings Profile; Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile); CrucialBindIdx = GetFirstUnboundCrucialBind(); if (CrucialBindIdx == -1) { CloseScene(self); return true; } else { MessageBoxReference = GetMessageBoxScene(NonIntrusiveMessageBoxScene); if(MessageBoxReference != none) { MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Next>"); MessageBoxReference.SetPotentialOptions(MessageBoxOptions); CrucialBindTitle = Profile.GetActionName(EDigitalButtonActions(CrucialBindIdx)); MessageBoxReference.Display("<Strings:UTGameUI.MessageBox.CrucialBindErrorMsg>", CrucialBindTitle); } MessageBoxReference = None; } return false; } /** Confirmation for the exit game dialog. */ function OnMenu_LoseChanges_Confirm(UTUIScene_MessageBox MessageBox, int SelectedItem, int PlayerIndex) { local int ButtonIdx; local UTProfileSettings Profile; if(SelectedItem==0) { Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile); // Revert settings Profile.SetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, SticksStartingValue); for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++) { Profile.SetProfileSettingValueId(ButtonProfileMappings[ButtonIdx], ButtonStartingValues[ButtonIdx]); } PresetList.RefreshAllOptions(); OptionList.RefreshAllOptions(); CheckForCrucialBindsAndClose(); bShowCrucialBindWarning = true; } else { bShowCrucialBindWarning = false; } } /** Called when the back dialog is closed. */ function OnBackSceneDeactivated( UIScene DeactivatedScene ) { if (bShowCrucialBindWarning) { CheckForCrucialBindsAndClose(); } } /** Delegate for when the user accepts either option or preset list. */ function OnAcceptOptions(UIScreenObject InObject, int PlayerIndex) { OnAccept(); } /** Delegate for when the user changes one of the options in this option list. */ function OnOptionList_OptionChanged(UIScreenObject InObject, name OptionName, int PlayerIndex) { local array<UIDataStore> BoundDataStores; local int OptionIdx; UIDataStorePublisher(InObject).SaveSubscriberValue(BoundDataStores); // Make sure both stick configuration vars have the same value. if(OptionName=='StickConfiguration_KeysPS3') { OptionIdx = OptionList.GetObjectInfoIndexFromName('StickConfiguration_PresetsPS3'); if(OptionIdx != INDEX_NONE) { UIDataStoreSubscriber(OptionList.GeneratedObjects[OptionIdx].OptionObj).RefreshSubscriberValue(); } } UpdateButtonLabels(); PresetList.RefreshAllOptions(); } /** Delegate for when the user changes one of the options in the preset list. */ function OnPresetList_OptionChanged(UIScreenObject InObject, name OptionName, int PlayerIndex) { local array<UIDataStore> BoundDataStores; local int OptionIdx; UIDataStorePublisher(InObject).SaveSubscriberValue(BoundDataStores); if(OptionName=='StickConfiguration_PresetsPS3') { // Make sure both stick configuration vars have the same value. OptionIdx = OptionList.GetObjectInfoIndexFromName('StickConfiguration_KeysPS3'); if(OptionIdx != INDEX_NONE) { UIDataStoreSubscriber(OptionList.GeneratedObjects[OptionIdx].OptionObj).RefreshSubscriberValue(); } } SaveSceneDataValues(); SetPresetValues(); } /** Sets the buttons to the current preset setting */ function SetPresetValues() { local int CurrentPreset; local UTProfileSettings Profile; local int ButtonIdx; Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile); CurrentPreset = StringListDataStore.GetCurrentValueIndex('PS3ButtonPresets'); for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++) { Profile.SetProfileSettingValueId(ButtonProfileMappings[ButtonIdx], PossiblePresets[CurrentPreset].Buttons[ButtonIdx]); } OptionList.RefreshAllOptions(); UpdateButtonLabels(); } /** Whether the bindings have changed or not. */ function bool BindingsHaveChanged() { local UTProfileSettings Profile; local int ButtonIdx, CurrentButton, StickValue; Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile); // Check the sticks. Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, StickValue); if ( StickValue != SticksStartingValueStorage ) { return true; } // Check the buttons. for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++) { Profile.GetProfileSettingValueId(ButtonProfileMappings[ButtonIdx],CurrentButton); if (CurrentButton != ButtonStartingValuesStorage[ButtonIdx]) { return true; } } return false; } /** Callback for when the user wants to exit this screen. */ function OnBack() { local UTUIScene_MessageBox MessageBoxReference; local array<string> MessageBoxOptions; if (BindingsHaveChanged()) { MessageBoxReference = GetMessageBoxScene(); if(MessageBoxReference != none) { MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Accept>"); MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Cancel>"); MessageBoxReference.SetPotentialOptions(MessageBoxOptions); MessageBoxReference.Display("<Strings:UTGameUI.MessageBox.LoseChangesWarning_Message>", "<Strings:UTGameUI.MessageBox.LoseChangesWarning_Title>", OnMenu_LoseChanges_Confirm, 1); } MessageBoxReference = None; } else { CheckForCrucialBindsAndClose(); } } /** Callback for when the user wants to save their options. */ function OnAccept() { local int PlayerIndex; local UTPlayerController UTPC; PlayerIndex = GetPlayerIndex(); // Force widgets to save their new values back to the profile. SaveSceneDataValues(FALSE); // Clear the bind key cache in the controller UTPC = GetUTPlayerOwner(PlayerIndex); if (UTPC != none) { UTPC.ClearStringAliasBindingMapCache(); } // Mark the screen for saving if successfully closing and a change was made. if ( CheckForCrucialBindsAndClose() && BindingsHaveChanged() ) { MarkDirty(); } } /** Handles visiblity/focus changes depending on which mode we are in. */ function ModeChanged() { if(IsGame()) { if(bCustomMode) { PresetList.SetVisibility(false); OptionList.SetVisibility(true); OptionList.SetFocus(none); } else { PresetList.SetVisibility(true); OptionList.SetVisibility(false); PresetList.SetFocus(none); SetPresetValues(); } SetupButtonBar(); } } /** Toggles between preset and custom modes. */ function OnToggleCustomMode() { local UTUIScene_MessageBox MessageBoxReference; local array<string> MessageBoxOptions; if(bCustomMode) { MessageBoxReference = GetMessageBoxScene(); if(MessageBoxReference != none) { MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Accept>"); MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Cancel>"); MessageBoxReference.SetPotentialOptions(MessageBoxOptions); MessageBoxReference.Display("<Strings:UTGameUI.MessageBox.ResetToPreset_Message>", "<Strings:UTGameUI.MessageBox.ResetToPreset_Title>", OnSwitchMode_Confirm); } } else { bCustomMode = !bCustomMode; ModeChanged(); } } /** Confirmation for the switch mode dialog. */ function OnSwitchMode_Confirm(UTUIScene_MessageBox MessageBox, int SelectedItem, int PlayerIndex) { if(SelectedItem==0) { bCustomMode = !bCustomMode; ModeChanged(); } } /** Button bar callbacks. */ function bool OnButtonBar_Accept(UIScreenObject InButton, int PlayerIndex) { OnAccept(); return true; } function bool OnButtonBar_ToggleCustomMode(UIScreenObject InButton, int PlayerIndex) { OnToggleCustomMode(); return true; } function bool OnButtonBar_Back(UIScreenObject InButton, int PlayerIndex) { OnBack(); return true; } /** * Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.) * * Called when an input key event is received which this widget responds to and is in the correct state to process. The * keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8). * * This delegate is called BEFORE kismet is given a chance to process the input. * * @param EventParms information about the input event. * * @return TRUE to indicate that this input key was processed; no further processing will occur on this input key event. */ function bool HandleInputKey( const out InputEventParameters EventParms ) { local bool bResult; bResult = false; if(EventParms.EventType==IE_Released) { if(EventParms.InputKeyName=='XboxTypeS_B' || EventParms.InputKeyName=='Escape') { OnBack(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_A') { OnAccept(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_Y') { OnToggleCustomMode(); bResult=true; } } return bResult; } defaultproperties { Preset1(0)=DBA_Jump Preset1(1)=DBA_ToggleMelee Preset1(2)=DBA_Use Preset1(3)=DBA_ShowMap Preset1(4)=DBA_ShowScores Preset1(5)=DBA_NextWeapon Preset1(6)=DBA_Fire Preset1(7)=DBA_BestWeapon Preset1(8)=DBA_WeaponPicker Preset1(9)=DBA_AltFire Preset1(10)=DBA_Jump Preset1(11)=DBA_TriggerHero Preset1(12)=DBA_FeignDeath Preset1(13)=DBA_ShowCommandMenu Preset1(14)=DBA_ToggleSpeaking Preset2(0)=DBA_Jump Preset2(1)=DBA_ToggleMelee Preset2(2)=DBA_Use Preset2(3)=DBA_ShowMap Preset2(4)=DBA_ShowScores Preset2(5)=DBA_Fire Preset2(6)=DBA_NextWeapon Preset2(7)=DBA_BestWeapon Preset2(8)=DBA_AltFire Preset2(9)=DBA_WeaponPicker Preset2(10)=DBA_Jump Preset2(11)=DBA_TriggerHero Preset2(12)=DBA_FeignDeath Preset2(13)=DBA_ShowCommandMenu Preset2(14)=DBA_ToggleSpeaking Preset3(0)=DBA_Jump Preset3(1)=DBA_ToggleMelee Preset3(2)=DBA_Use Preset3(3)=DBA_ShowMap Preset3(4)=DBA_ShowScores Preset3(5)=DBA_Fire Preset3(6)=DBA_AltFire Preset3(7)=DBA_BestWeapon Preset3(8)=DBA_WeaponPicker Preset3(9)=DBA_NextWeapon Preset3(10)=DBA_Jump Preset3(11)=DBA_TriggerHero Preset3(12)=DBA_FeignDeath Preset3(13)=DBA_ShowCommandMenu Preset3(14)=DBA_ToggleSpeaking ButtonProfileMappings(0)=429 ButtonProfileMappings(1)=430 ButtonProfileMappings(2)=431 ButtonProfileMappings(3)=432 ButtonProfileMappings(4)=433 ButtonProfileMappings(5)=434 ButtonProfileMappings(6)=436 ButtonProfileMappings(7)=438 ButtonProfileMappings(8)=435 ButtonProfileMappings(9)=437 ButtonProfileMappings(10)=439 ButtonProfileMappings(11)=440 ButtonProfileMappings(12)=441 ButtonProfileMappings(13)=442 ButtonProfileMappings(14)=443 Begin Object Class=UIComp_Event Name=SceneEventComponent ObjName=SceneEventComponent Archetype=UIComp_Event'UTGame.Default__UTUIFrontEnd:SceneEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTUIFrontEnd:SceneEventComponent' End Object EventProvider=SceneEventComponent Name="Default__UTUIFrontEnd_BindKeysPS3" ObjectArchetype=UTUIFrontEnd'UTGame.Default__UTUIFrontEnd' } |
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