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UTGame.UTHUD

Extends
GameHUD
Modifiers
dependson ( UTWeapon ) native ( UI ) config ( Game )

UTHUD UT Heads Up Display Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.HUD
      |   
      +-- GameFramework.GameHUD
         |   
         +-- UTGame.UTHUD

Direct Known Subclasses:

UTBetrayalHUD, UTTeamHUD

Variables Summary
Texture2DAltHudTexture
linearcolorAmmoBarColor
floatAmmoBarOffsetY
TextureCoordinatesAmmoBGCoords
vector2dAmmoPosition
floatAmmoPulseTime
floatAmmoTextOffsetX
floatAmmoTextOffsetY
TextureCoordinatesArmorBGCoords
floatArmorBGOffsetX
floatArmorBGOffsetY
floatArmorIconX
floatArmorIconY
floatArmorPulseTime
floatArmorTextX
floatArmorTextY
MaterialBaseMaterial
boolbCrosshairOnFriendly
boolbCrosshairShow
boolbDisplayingPowerups
boolbFadeOutHitEffect
boolbGreenCrosshair
boolbHasLeaderboard
boolbHasMap
boolbHudMessageRendered
boolbIsFirstPlayer
boolbIsSplitscreen
LinearColorBlackBackgroundColor
colorBlackColor
linearcolorBlueLinearColor
boolbNoWeaponNumbers
boolbOnlyShowWeaponBarIfChanging
floatBootHeight
floatBootWidth
floatBootX
floatBootY
intBouncedWeapon
floatBounceWeaponScale
boolbQuickPickMadeNewSelection
boolbShowAllAI
boolbShowAllWeapons
boolbShowAmmo
boolbShowClock
boolbShowDoll
boolbShowFragCount
boolbShowLeaderboard
boolbShowMap
boolbShowOnlyAvailableWeapons
boolbShowPowerups
boolbShowQuickPick
boolbShowScoring
boolbShowVehicle
boolbShowVehicleArmorCount
boolbShowWeaponbar
UTPlayerReplicationInfoCharPendingPRI
materialCharPortraitMaterial
MaterialInstanceConstantCharPortraitMI
vector2DCharPortraitSize
floatCharPortraitSlideTime
floatCharPortraitSlideTransitionTime
floatCharPortraitTime
floatCharPortraitXPerc
floatCharPortraitYPerc
UTPlayerReplicationInfoCharPRI
vector2dClockPosition
floatConfiguredCrosshairScaling
fontConsoleIconFont
stringConsoleIconFontClassName
floatCurrentWeaponScale[10]
array<DamageInfo>DamageData
floatDamageIndicatorSize
stringDeadMessage
stringDisplayedOrders
linearcolorDMLinearColor
floatDollHeight
floatDollOffsetX
floatDollOffsetY
vector2dDollPosition
floatDollVisibility
floatDollWidth
floatEmptyWeaponAlpha
nameFadeParamName
floatFadeTime
stringFireToRespawnMessage
floatFragPulseTime
floatFullHeight
floatFullWidth
fontGlowFonts[2]
colorGoldColor
linearcolorGoldLinearColor
colorGrayColor
TextureCoordinatesHealthBGCoords
floatHealthBGOffsetX
floatHealthBGOffsetY
floatHealthIconX
floatHealthIconY
floatHealthOffsetX
floatHealthPulseTime
floatHealthTextX
floatHealthTextY
floatHelmetHeight
floatHelmetWidth
floatHelmetX
floatHelmetY
floatHeroMeterHeight
floatHeroMeterOffsetX
floatHeroMeterOffsetY
TextureCoordinatesHeroMeterOverlayTexCoords
TextureCoordinatesHeroMeterTexCoords
floatHeroMeterVehicleOffsetX
floatHeroMeterVehicleOffsetY
floatHeroMeterWidth
floatHeroPointOffX
floatHeroPointOffY
UIRoot.TextureCoordinatesHeroToolTipIconCoords
floatHeroTooltipTimeStamp
MaterialEffectHitEffect
floatHitEffectFadeTime
floatHitEffectIntensity
MaterialInstanceConstantHitEffectMaterialInstance
array<font>HudFonts
floatHUDScaleX
floatHUDScaleY
Texture2DIconHudTexture
intLastAmmoCount
floatLastAmmoPickupTime
intLastArmorAmount
floatLastArmorPickupTime
floatLastDollUpdate
intLastFragCount
intLastHealth
floatLastHealthPickupTime
intLastHeroBump
floatLastHeroScoreBumpTime
floatLastHUDUpdateTime
floatLastPickupTime
WeaponLastSelectedWeapon
floatLastTimeTooltipDrawn
UTWeaponLastWeapon
floatLastWeaponBarDrawnTime
LinearColorLC_White
colorLightGoldColor
colorLightGreenColor
Texture2DMapBackground
floatMapDefaultSize
vector2dMapPosition
LinearColorMaxHitEffectColor
intMaxNoOfIndicators
floatMessageOffset[7]
UTUIScene_MOTDMOTDSceneTemplate
class<UTMusicManager>MusicManagerClass
TextureCoordinatesNameplateBubble
floatNameplateBubbleWidth
TextureCoordinatesNameplateCenter
TextureCoordinatesNameplateLeft
TextureCoordinatesNameplateRight
floatNameplateWidth
floatOffWeaponAlpha
floatOldHeroScore
floatOrderUpdateTime
TextureCoordinatesPawnDollBGCoords
PawnPawnOwner
stringPlaceMarks[4]
namePositionalParamName
array<Actor>PostRenderedActors
vector2dPowerupDims
floatPowerupTransitionTime
floatPowerupYPos
stringPressFireToBegin
floatPulseDuration
floatPulseMultiplier
floatPulseSplit
textureCoordinatesQuickPickBkgCoords
texture2DQuickPickBkgImage
TextureCoordinatesQuickPickCircleCoords
Texture2DQuickPickCircleImage
array<utweapon>QuickPickClasses
intQuickPickCurrentSelection
floatQuickPickDeltaAngle
intQuickPickNumCells
floatQuickPickRadius
textureCoordinatesQuickPickSelCoords
texture2DQuickPickSelImage
pawnQuickPickTarget
ForceFeedbackWaveformQuickPickWaveForm
linearcolorRedLinearColor
floatResolutionScale
floatResolutionScaleX
floatSafeRegionPct
UTUIScene_ScoreboardScoreboardSceneTemplate
vector2dScoringPosition
floatSelectedBoxScale
floatSelectedWeaponAlpha
floatSelectedWeaponAmmoOffsetX
floatSelectedWeaponScale
linearcolorSilverLinearColor
stringSpectatorMessage
Texture2DTalkingTexture
colorTeamColor
linearcolorTeamHUDColor
colorTeamTextColor
floatTHeight
floatThighHeight
floatThighWidth
floatThighX
floatThighY
TextureCoordinatesToolTipSepCoords
floatTX
floatTY
Texture2DUT3GHudTexture
UTGameReplicationInfoUTGRI
UTPlayerReplicationInfoUTOwnerPRI
UTPawnUTPawnOwner
UTPlayerControllerUTPlayerOwner
vector2dVehiclePosition
floatVestHeight
floatVestWidth
floatVestX
floatVestY
stringWaitingForMatch
stringWarmupString
floatWeaponAmmoLength
floatWeaponAmmoOffsetX
floatWeaponAmmoOffsetY
floatWeaponAmmoThickness
floatWeaponBarScale
floatWeaponBarXOffset
floatWeaponBarY
floatWeaponBoxHeight
floatWeaponBoxWidth
UTWeaponWeaponList[10]
floatWeaponScaleSpeed
class<UTLocalMessage>WeaponSwitchMessage
floatWeaponXOffset
floatWeaponYOffset
floatWeaponYScale
linearcolorWhiteLinearColor
stringYouHaveLost
stringYouHaveWon
Inherited Variables from GameFramework.GameHUD
ActTitleString, ChapterTitleString, TitleDrawStartTime, TotalTitleDrawTime, TotalTitleFadeTime
Inherited Variables from Engine.HUD
bMessageBeep, bShowBadConnectionAlert, bShowDebugInfo, bShowHUD, bShowScores, Canvas, CenterX, CenterY, ConsoleColor, ConsoleFontSize, ConsoleMessageCount, ConsoleMessagePosX, ConsoleMessagePosY, ConsoleMessages, DebugDisplay, GreenColor, HudCanvasScale, HudOwner, LastHUDRenderTime, LocalMessages[8], LostFocusPaused, MaxHUDAreaMessageCount, MessageFontOffset, MOTDColor, PlayerOwner, ProgressFadeTime, RatioX, RatioY, RedColor, RenderDelta, Scoreboard, SizeX, SizeY, ViewedInfo, WhiteColor

Enumerations Summary
Inherited Enumerations from GameFramework.GameHUD
EGameHUDColor

Structures Summary
DamageInfo
FadeTime, FadeValue, MatConstant
Inherited Structures from Engine.HUD
ConsoleMessage, HudLocalizedMessage

Functions Summary
function AddPostRenderedActor (Actor A))
functionbool CheckCrosshairOnFriendly ()))
function DisplayAmmo (UTWeapon Weapon))
function DisplayClock ()))
function DisplayConsoleMessages ()))
function DisplayDamage ()))
function DisplayFragCount (vector2d POS))
function DisplayHeroMeter ()))
function DisplayHit (vector HitDir, int Damage, class<DamageType> damageType))
function DisplayHUDMessage (string Message, optional float XOffsetPct = 0.05, optional float YOffsetPct = 0.05))
function DisplayLeaderBoard (vector2d POS))
function DisplayLocalMessages ()))
function DisplayMap ()))
function DisplayMOTD ()))
function DisplayPawnDoll ()))
function DisplayPortrait (float DeltaTime))
function DisplayPowerups ()))
function DisplayQuickPickCell (QuickPickCell Cell, float Angle, bool bSelected))
function DisplayQuickPickMenu ()))
function DisplayScoring ()))
function DisplayWeaponBar ()
function DrawActorOverlays (vector Viewpoint, rotator ViewRotation)
function DrawAIOverlays ()))
function DrawBackground (float X, float Y, float Width, float Height, LinearColor DrawColor, Canvas DrawCanvas))
function DrawBarGraph (float X, float Y, float Width, float MaxWidth, float Height, Canvas DrawCanvas, Color BarColor, Color BackColor))
function DrawBeaconBackground (float X, float Y, float Width, float Height, LinearColor DrawColor, Canvas DrawCanvas))
function DrawEngineHUD ()
function DrawGameHud ()))
function DrawGlowText (string Text, float X, float Y, optional float MaxHeightInPixels=0.0, optional float PulseTime=-100.0, optional bool bRightJustified)
function DrawHealth (float X, float Y, float Width, float MaxWidth, float Height, Canvas DrawCanvas, optional byte Alpha=255))
function DrawHUD ()))
function DrawLivingHud ()))
function DrawMessageText (HudLocalizedMessage LocalMessage, float ScreenX, float ScreenY))
function DrawMicIcon ()))
function DrawNameplateBackground (vector2d Pos, float WordWidth, LinearColor NameplateColor, optional float WordHeight = 0.0))
function DrawPlayerBeacon (UTPawn P, Canvas BeaconCanvas, Vector CameraPosition, Vector ScreenLoc))
function DrawPostGameHud ()))
function DrawShadowedRotatedTile (texture2D Tex, Rotator Rot, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Color TileColor, Optional bool bScaleToRes))
function DrawShadowedStretchedTile (texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Color TileColor, Optional bool bScaleToRes))
function DrawShadowedTile (texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Color TileColor, Optional bool bScaleToRes))
function DrawTileCentered (texture2D Tex, float xl, float yl, float u, float v, float ul, float vl, LinearColor C))
function DrawToolTip (Canvas Cvs, PlayerController PC, string Command, float X, float Y, float U, float V, float UL, float VL, float ResScale, optional Texture2D IconTexture = default.IconHudTexture, optional float Alpha=1.0))
function DrawVehicleBeacon (UTVehicle V, Canvas BeaconCanvas, Vector ScreenLoc, float XL, float YL, float HealthY, float TextXL, float Dist, linearcolor VTeamColor, string ScreenName, color TextColor ))
function FlashDamage (float FlashPosition))
functionstring FormatTime (int Seconds))
functionFont GetFontSizeIndex (int FontSize))
function GetScreenCoords (float PosY, out float ScreenX, out float ScreenY, out HudLocalizedMessage InMessage ))
function GetTeamColor (int TeamIndex, optional out LinearColor ImageColor, optional out Color TextColor))
functionUIInteraction GetUIController (optional out LocalPlayer LP))
function GrowHUD ()))
function HidePortrait ()))
function LinkToHudScene ()
function Message (PlayerReplicationInfo PRI, coerce string Msg, name MsgType, optional float LifeTime ))
function NotifyLocalPlayerTeamReceived ()))
functionUTUIScene OpenScene (UTUIScene Template))
function PostBeginPlay ()))
event PostRender ()))
function QuickPick (int Quad))
function ReleaseShowScores ()))
function RemovePostRenderedActor (Actor A))
function ResetHeroTooltipTimeStamp ()))
functionVector2D ResolveHUDPosition (vector2D Position, float Width, float Height))
function SetDisplayedOrders (string OrderText))
function SetShowScores (bool bNewValue))
function ShowAllAI ()))
function ShowPortrait (UTPlayerReplicationInfo ShowPRI, optional float PortraitDuration, optional bool bOverrideCurrentSpeaker))
function ShowQuickPickMenu (bool bShow))
function ShowSquadRoutes ()))
function ShrinkHUD ()))
function SpawnScoreBoard (class<Scoreboard> ScoringType))
function StartMusic ()))
event Timer ()))
function ToggleHUD ()))
function TranslateBindToFont (string InBindStr, out Font DrawFont, out string OutBindStr)
function UpdateCTFFlagVisibility (UTCTFFlag CTFFlag))
function UpdateDamage ()))
Inherited Functions from GameFramework.GameHUD
SetHUDDrawColor, StartDrawingChapterTitle, StopDrawingChapterTitle
Inherited Functions from Engine.HUD
AddConsoleMessage, AddLocalizedMessage, ClearMessage, Destroyed, DisplayBadConnectionAlert, DisplayConsoleMessages, DisplayLocalMessages, DisplayProgressMessage, Draw2DLine, Draw3DLine, DrawDemoHUD, DrawEngineHUD, DrawHUD, DrawMessage, DrawMessageText, DrawRoute, FXPlay, FXStop, GetFontSizeIndex, GetRYGColorRamp, GetScreenCoords, LocalizedMessage, Message, OnLostFocusPause, PlayerOwnerDied, PostBeginPlay, PostRender, PreCalcValues, SetShowScores, ShouldDisplayDebug, ShowDebug, ShowHUD, ShowScores, SpawnScoreBoard, ToggleHUD


Variables Detail

AltHudTexture Source code

var const Texture2D AltHudTexture;
Cached reference to the another hud texture

AmmoBarColor Source code

var const linearcolor AmmoBarColor;

AmmoBarOffsetY Source code

var float AmmoBarOffsetY;

AmmoBGCoords Source code

var TextureCoordinates AmmoBGCoords;

AmmoPosition Source code

var vector2d AmmoPosition;

AmmoPulseTime Source code

var float AmmoPulseTime;

AmmoTextOffsetX Source code

var float AmmoTextOffsetX;

AmmoTextOffsetY Source code

var float AmmoTextOffsetY;

ArmorBGCoords Source code

var TextureCoordinates ArmorBGCoords;

ArmorBGOffsetX Source code

var float ArmorBGOffsetX;

ArmorBGOffsetY Source code

var float ArmorBGOffsetY;

ArmorIconX Source code

var float ArmorIconX;

ArmorIconY Source code

var float ArmorIconY;

ArmorPulseTime Source code

var float ArmorPulseTime;

ArmorTextX Source code

var float ArmorTextX;

ArmorTextY Source code

var float ArmorTextY;

BaseMaterial Source code

var Material BaseMaterial;
This holds the base material that will be displayed

bCrosshairOnFriendly Source code

var bool bCrosshairOnFriendly;
If true, we will alter the crosshair when it's over a friendly

bCrosshairShow Source code

var bool bCrosshairShow;
If true, we will allow Weapons to show their crosshairs

bDisplayingPowerups Source code

var bool bDisplayingPowerups;
true while displaying powerups

bFadeOutHitEffect Source code

var bool bFadeOutHitEffect;
whether we're currently fading out the hit effect

bGreenCrosshair Source code

var bool bGreenCrosshair;
Make the crosshair green (found valid friendly

bHasLeaderboard Source code

var bool bHasLeaderboard;

bHasMap Source code

var bool bHasMap;

bHudMessageRendered Source code

var bool bHudMessageRendered;

bIsFirstPlayer Source code

var bool bIsFirstPlayer;
This will be true if this is the first player

bIsSplitscreen Source code

var bool bIsSplitscreen;
This will be true if the hud is in splitscreen

BlackBackgroundColor Source code

var LinearColor BlackBackgroundColor;

BlackColor Source code

var const color BlackColor;
Various colors

BlueLinearColor Source code

var const linearcolor BlueLinearColor;

bNoWeaponNumbers Source code

var bool bNoWeaponNumbers;

bOnlyShowWeaponBarIfChanging Source code

var config bool bOnlyShowWeaponBarIfChanging;
If true, only weapon bar if have pendingweapon

BootHeight Source code

var float BootHeight;

BootWidth Source code

var float BootWidth;

BootX Source code

var float BootX;

BootY Source code

var float BootY;

BouncedWeapon Source code

var int BouncedWeapon;

BounceWeaponScale Source code

var float BounceWeaponScale;

bQuickPickMadeNewSelection Source code

var bool bQuickPickMadeNewSelection;
true when the player has made a new selection since bringing the menu up this time (can't check QuickPickCurrentSelection for that since it defaults to current weapon)

bShowAllAI Source code

var bool bShowAllAI;
Debug flag to show AI information

bShowAllWeapons Source code

var config bool bShowAllWeapons;

bShowAmmo Source code

var globalconfig bool bShowAmmo;

bShowClock Source code

var globalconfig bool bShowClock;
Widget Locations / Visibility flags

bShowDoll Source code

var globalconfig bool bShowDoll;

bShowFragCount Source code

var bool bShowFragCount;

bShowLeaderboard Source code

var bool bShowLeaderboard;

bShowMap Source code

var globalconfig bool bShowMap;

bShowOnlyAvailableWeapons Source code

var config bool bShowOnlyAvailableWeapons;
If true, only show available weapons on weapon bar

bShowPowerups Source code

var globalconfig bool bShowPowerups;

bShowQuickPick Source code

var bool bShowQuickPick;
QuickPick Menu

bShowScoring Source code

var globalconfig bool bShowScoring;

bShowVehicle Source code

var globalconfig bool bShowVehicle;

bShowVehicleArmorCount Source code

var bool bShowVehicleArmorCount;

bShowWeaponbar Source code

var config bool bShowWeaponbar;
If true, weapon bar is never displayed

CharPendingPRI Source code

var UTPlayerReplicationInfo CharPendingPRI;
Holds the PRI of who we want to switch to

CharPortraitMaterial Source code

var material CharPortraitMaterial;
The material used to display the portrait

CharPortraitMI Source code

var MaterialInstanceConstant CharPortraitMI;
The MI that we will set

CharPortraitSize Source code

var vector2D CharPortraitSize;
How big at 1024x768 should this be

CharPortraitSlideTime Source code

var float CharPortraitSlideTime;
Total Amount of time to display a portrait for

CharPortraitSlideTransitionTime Source code

var float CharPortraitSlideTransitionTime;
% of Total time to slide In/Out. It will be used on both sides. Ex. If set to 0.25 then the slide in will be 25% of the total time as will the slide out leaving 50% of the time settled

CharPortraitTime Source code

var float CharPortraitTime;
How long until we are done

CharPortraitXPerc Source code

var float CharPortraitXPerc;
When sliding in, where should this image stop

CharPortraitYPerc Source code

var float CharPortraitYPerc;
How far down the screen will it be rendered

CharPRI Source code

var UTPlayerReplicationInfo CharPRI;
Holds the PRI of the person speak

ClockPosition Source code

var vector2d ClockPosition;

ConfiguredCrosshairScaling Source code

var float ConfiguredCrosshairScaling;
Configurable crosshair scaling

ConsoleIconFont Source code

var font ConsoleIconFont;

ConsoleIconFontClassName Source code

var config string ConsoleIconFontClassName;
Holds a reference to the font to use for a given console

CurrentWeaponScale[10] Source code

var float CurrentWeaponScale[10];

DamageData Source code

var array<DamageInfo> DamageData;
List of DamageInfos.

DamageIndicatorSize Source code

var globalconfig float DamageIndicatorSize;

DeadMessage Source code

var localized string DeadMessage;

DisplayedOrders Source code

var string DisplayedOrders;
The orders to display when rendering the map

DMLinearColor Source code

var const linearcolor DMLinearColor;

DollHeight Source code

var float DollHeight;

DollOffsetX Source code

var float DollOffsetX;

DollOffsetY Source code

var float DollOffsetY;

DollPosition Source code

var vector2d DollPosition;

DollVisibility Source code

var float DollVisibility;

DollWidth Source code

var float DollWidth;

EmptyWeaponAlpha Source code

var float EmptyWeaponAlpha;

FadeParamName Source code

var name FadeParamName;
Name of the material parameter that controls the fade

FadeTime Source code

var float FadeTime;
How fast should it fade out

FireToRespawnMessage Source code

var localized string FireToRespawnMessage;

FragPulseTime Source code

var float FragPulseTime;

FullHeight Source code

var float FullHeight;
Holds the full width and height of the viewport

FullWidth Source code

var float FullWidth;
Holds the full width and height of the viewport

GlowFonts[2] Source code

var font GlowFonts[2];
Glowing Fonts

GoldColor Source code

var const color GoldColor;
Various colors

GoldLinearColor Source code

var const linearcolor GoldLinearColor;

GrayColor Source code

var const color GrayColor;

HealthBGCoords Source code

var TextureCoordinates HealthBGCoords;

HealthBGOffsetX Source code

var float HealthBGOffsetX;

HealthBGOffsetY Source code

var float HealthBGOffsetY;

HealthIconX Source code

var float HealthIconX;

HealthIconY Source code

var float HealthIconY;

HealthOffsetX Source code

var float HealthOffsetX;

HealthPulseTime Source code

var float HealthPulseTime;

HealthTextX Source code

var float HealthTextX;

HealthTextY Source code

var float HealthTextY;

HelmetHeight Source code

var float HelmetHeight;

HelmetWidth Source code

var float HelmetWidth;

HelmetX Source code

var float HelmetX;

HelmetY Source code

var float HelmetY;

HeroMeterHeight Source code

var float HeroMeterHeight;

HeroMeterOffsetX Source code

var float HeroMeterOffsetX;

HeroMeterOffsetY Source code

var float HeroMeterOffsetY;

HeroMeterOverlayTexCoords Source code

var TextureCoordinates HeroMeterOverlayTexCoords;

HeroMeterTexCoords Source code

var TextureCoordinates HeroMeterTexCoords;

HeroMeterVehicleOffsetX Source code

var float HeroMeterVehicleOffsetX;

HeroMeterVehicleOffsetY Source code

var float HeroMeterVehicleOffsetY;

HeroMeterWidth Source code

var float HeroMeterWidth;

HeroPointOffX Source code

var float HeroPointOffX;

HeroPointOffY Source code

var float HeroPointOffY;

HeroToolTipIconCoords Source code

var UIRoot.TextureCoordinates HeroToolTipIconCoords;
Coordinates for the hero tooltip textures

HeroTooltipTimeStamp Source code

var float HeroTooltipTimeStamp;
Time when the tooltip started to display

HitEffect Source code

var MaterialEffect HitEffect;
reference to the hit effect

HitEffectFadeTime Source code

var float HitEffectFadeTime;
the amount the time it takes to fade the hit effect from the maximum values (default.HitEffectFadeTime is max)

HitEffectIntensity Source code

var float HitEffectIntensity;
current hit effect intensity (default.HitEffectIntensity is max)

HitEffectMaterialInstance Source code

var transient MaterialInstanceConstant HitEffectMaterialInstance;
material instance for the hit effect

HudFonts Source code

var array<font> HudFonts;
A collection of fonts used in the hud

HUDScaleX Source code

var float HUDScaleX;
Resolution dependent HUD scaling factor

HUDScaleY Source code

var float HUDScaleY;
Resolution dependent HUD scaling factor

IconHudTexture Source code

var const Texture2D IconHudTexture;

LastAmmoCount Source code

var int LastAmmoCount;

LastAmmoPickupTime Source code

var float LastAmmoPickupTime;
used to pulse the scaled of several hud elements

LastArmorAmount Source code

var int LastArmorAmount;

LastArmorPickupTime Source code

var float LastArmorPickupTime;
used to pulse the scaled of several hud elements

LastDollUpdate Source code

var float LastDollUpdate;

LastFragCount Source code

var int LastFragCount;

LastHealth Source code

var int LastHealth;

LastHealthPickupTime Source code

var float LastHealthPickupTime;
used to pulse the scaled of several hud elements

LastHeroBump Source code

var int LastHeroBump;

LastHeroScoreBumpTime Source code

var float LastHeroScoreBumpTime;

LastHUDUpdateTime Source code

var float LastHUDUpdateTime;

LastPickupTime Source code

var float LastPickupTime;
used to pulse the scaled of several hud elements

LastSelectedWeapon Source code

var Weapon LastSelectedWeapon;

LastTimeTooltipDrawn Source code

var float LastTimeTooltipDrawn;

LastWeapon Source code

var UTWeapon LastWeapon;

LastWeaponBarDrawnTime Source code

var float LastWeaponBarDrawnTime;

LC_White Source code

var const LinearColor LC_White;

LightGoldColor Source code

var const color LightGoldColor;

LightGreenColor Source code

var const color LightGreenColor;

MapBackground Source code

var Texture2D MapBackground;
The background texture for the map

MapDefaultSize Source code

var config float MapDefaultSize;
Holds the default size in pixels at 1024x768 of the map

MapPosition Source code

var vector2d MapPosition;

MaxHitEffectColor Source code

var LinearColor MaxHitEffectColor;
maximum hit effect color

MaxNoOfIndicators Source code

var int MaxNoOfIndicators;
Holds the Max. # of indicators to be shown

MessageOffset[7] Source code

var float MessageOffset[7];
Y offsets for local message areas - value above 1 = special position in right top corner of HUD

MOTDSceneTemplate Source code

var UTUIScene_MOTD MOTDSceneTemplate;
MOTD

MusicManagerClass Source code

var class<UTMusicManager> MusicManagerClass;
class of dynamic music manager used with this hud/gametype

NameplateBubble Source code

var TextureCoordinates NameplateBubble;

NameplateBubbleWidth Source code

var float NameplateBubbleWidth;

NameplateCenter Source code

var TextureCoordinates NameplateCenter;

NameplateLeft Source code

var TextureCoordinates NameplateLeft;
Coordinates of the nameplate background

NameplateRight Source code

var TextureCoordinates NameplateRight;

NameplateWidth Source code

var float NameplateWidth;
width of background on either side of the nameplate

OffWeaponAlpha Source code

var float OffWeaponAlpha;

OldHeroScore Source code

var float OldHeroScore;
Hero meter display

OrderUpdateTime Source code

var float OrderUpdateTime;
last time at which displayedorders was updated

PawnDollBGCoords Source code

var TextureCoordinates PawnDollBGCoords;

PawnOwner Source code

var Pawn PawnOwner;
The Pawn that is currently owning this hud

PlaceMarks[4] Source code

var localized string PlaceMarks[4];

PositionalParamName Source code

var name PositionalParamName;
Name of the material parameter that controls the position

PostRenderedActors Source code

var array<Actor> PostRenderedActors;
Holds a list of Actors that need PostRender calls

PowerupDims Source code

var vector2d PowerupDims;

PowerupTransitionTime Source code

var float PowerupTransitionTime;
How long to fade

PowerupYPos Source code

var float PowerupYPos;

PressFireToBegin Source code

var localized string PressFireToBegin;

PulseDuration Source code

var float PulseDuration;
How long should the pulse take total

PulseMultiplier Source code

var float PulseMultiplier;
How much should the text pulse - NOTE this will be added to 1.0 (so PulseMultipler 0.5 = 1.5)

PulseSplit Source code

var float PulseSplit;
When should the pulse switch from Out to in

QuickPickBkgCoords Source code

var textureCoordinates QuickPickBkgCoords;

QuickPickBkgImage Source code

var texture2D QuickPickBkgImage;

QuickPickCircleCoords Source code

var TextureCoordinates QuickPickCircleCoords;

QuickPickCircleImage Source code

var Texture2D QuickPickCircleImage;

QuickPickClasses Source code

var array<utweapon> QuickPickClasses;

QuickPickCurrentSelection Source code

var int QuickPickCurrentSelection;

QuickPickDeltaAngle Source code

var float QuickPickDeltaAngle;

QuickPickNumCells Source code

var int QuickPickNumCells;

QuickPickRadius Source code

var float QuickPickRadius;

QuickPickSelCoords Source code

var textureCoordinates QuickPickSelCoords;

QuickPickSelImage Source code

var texture2D QuickPickSelImage;

QuickPickTarget Source code

var pawn QuickPickTarget;

QuickPickWaveForm Source code

var ForceFeedbackWaveform QuickPickWaveForm;
controller rumble to play when switching weapons.

RedLinearColor Source code

var const linearcolor RedLinearColor;

ResolutionScale Source code

var float ResolutionScale;
Holds the scaling factor given the current resolution. This is calculated in PostRender()

ResolutionScaleX Source code

var float ResolutionScaleX;
Holds the scaling factor given the current resolution. This is calculated in PostRender()

SafeRegionPct Source code

var config float SafeRegionPct;
The percentage of the view that should be considered safe

ScoreboardSceneTemplate Source code

var UTUIScene_Scoreboard ScoreboardSceneTemplate;
The Scoreboard.

ScoringPosition Source code

var vector2d ScoringPosition;

SelectedBoxScale Source code

var float SelectedBoxScale;

SelectedWeaponAlpha Source code

var float SelectedWeaponAlpha;

SelectedWeaponAmmoOffsetX Source code

var float SelectedWeaponAmmoOffsetX;

SelectedWeaponScale Source code

var float SelectedWeaponScale;

SilverLinearColor Source code

var const linearcolor SilverLinearColor;

SpectatorMessage Source code

var localized string SpectatorMessage;

TalkingTexture Source code

var const Texture2D TalkingTexture;

TeamColor Source code

var color TeamColor;

TeamHUDColor Source code

var linearcolor TeamHUDColor;

TeamTextColor Source code

var color TeamTextColor;

THeight Source code

var float THeight;
Misc vars used for laying out the hud

ThighHeight Source code

var float ThighHeight;

ThighWidth Source code

var float ThighWidth;

ThighX Source code

var float ThighX;

ThighY Source code

var float ThighY;

ToolTipSepCoords Source code

var TextureCoordinates ToolTipSepCoords;

TX Source code

var float TX;

TY Source code

var float TY;

UT3GHudTexture Source code

var const Texture2D UT3GHudTexture;

UTGRI Source code

var UTGameReplicationInfo UTGRI;
Cached reference to the GRI

UTOwnerPRI Source code

var UTPlayerReplicationInfo UTOwnerPRI;
Cached typed reference to the PRI

UTPawnOwner Source code

var UTPawn UTPawnOwner;
Points to the UT Pawn. Will be resolved if in a vehicle

UTPlayerOwner Source code

var UTPlayerController UTPlayerOwner;
Cached a typed Player controller. Unlike PawnOwner we only set this once in PostBeginPlay

VehiclePosition Source code

var vector2d VehiclePosition;

VestHeight Source code

var float VestHeight;

VestWidth Source code

var float VestWidth;

VestX Source code

var float VestX;

VestY Source code

var float VestY;

WaitingForMatch Source code

var localized string WaitingForMatch;

WarmupString Source code

var localized string WarmupString;
Localize Strings -- TODO - Go through and make sure these are all localized

WeaponAmmoLength Source code

var float WeaponAmmoLength;

WeaponAmmoOffsetX Source code

var float WeaponAmmoOffsetX;

WeaponAmmoOffsetY Source code

var float WeaponAmmoOffsetY;

WeaponAmmoThickness Source code

var float WeaponAmmoThickness;

WeaponBarScale Source code

var float WeaponBarScale;
Scaling to apply to entire weapon bar

WeaponBarXOffset Source code

var float WeaponBarXOffset;

WeaponBarY Source code

var float WeaponBarY;
Weapon bar top left corner at 1024x768, normal scale

WeaponBoxHeight Source code

var float WeaponBoxHeight;

WeaponBoxWidth Source code

var float WeaponBoxWidth;

WeaponList[10] Source code

var UTWeapon WeaponList[10];
List of weapons to display in weapon bar

WeaponScaleSpeed Source code

var float WeaponScaleSpeed;

WeaponSwitchMessage Source code

var class<UTLocalMessage> WeaponSwitchMessage;

WeaponXOffset Source code

var float WeaponXOffset;

WeaponYOffset Source code

var float WeaponYOffset;

WeaponYScale Source code

var float WeaponYScale;

WhiteLinearColor Source code

var const linearcolor WhiteLinearColor;

YouHaveLost Source code

var localized string YouHaveLost;

YouHaveWon Source code

var localized string YouHaveWon;


Structures Detail

DamageInfo Source code

struct DamageInfo
{
var float FadeTime;
var float FadeValue;
var MaterialInstanceConstant MatConstant;
};
Holds the various data for each Damage Type


Functions Detail

AddPostRenderedActor Source code

function AddPostRenderedActor ( Actor A) )
AddPostRenderedActor() add an actor to the PostRenderedActors array

CheckCrosshairOnFriendly Source code

function bool CheckCrosshairOnFriendly ( ) )

DisplayAmmo Source code

function DisplayAmmo ( UTWeapon Weapon) )

DisplayClock Source code

function DisplayClock ( ) )

DisplayConsoleMessages Source code

function DisplayConsoleMessages ( ) )
Display current messages

DisplayDamage Source code

function DisplayDamage ( ) )

DisplayFragCount Source code

function DisplayFragCount ( vector2d POS) )

DisplayHeroMeter Source code

function DisplayHeroMeter ( ) )

DisplayHit Source code

function DisplayHit ( vector HitDir, int Damage, class<DamageType> damageType) )
Called from various functions. It allows the hud to track when a hit is scored and display any indicators. @Param HitDir - The vector to which the hit came at @Param Damage - How much damage was done @Param DamageType - Type of damage

DisplayHUDMessage Source code

function DisplayHUDMessage ( string Message, optional float XOffsetPct = 0.05, optional float YOffsetPct = 0.05) )
Displays a HUD message

DisplayLeaderBoard Source code

function DisplayLeaderBoard ( vector2d POS) )

DisplayLocalMessages Source code

function DisplayLocalMessages ( ) )

DisplayMap Source code

function DisplayMap ( ) )
Draw the Map

DisplayMOTD Source code

function DisplayMOTD ( ) )
Displays the MOTD Scene

DisplayPawnDoll Source code

function DisplayPawnDoll ( ) )

DisplayPortrait Source code

simulated function DisplayPortrait ( float DeltaTime) )
Render the character portrait on the screen. @Param RenderDelta How long since the last render

DisplayPowerups Source code

function DisplayPowerups ( ) )

DisplayQuickPickCell Source code

simulated function DisplayQuickPickCell ( QuickPickCell Cell, float Angle, bool bSelected) )

DisplayQuickPickMenu Source code

simulated function DisplayQuickPickMenu ( ) )

DisplayScoring Source code

function DisplayScoring ( ) )

DisplayWeaponBar Source code

native function DisplayWeaponBar ( )

DrawActorOverlays Source code

native function DrawActorOverlays ( vector Viewpoint, rotator ViewRotation )

DrawAIOverlays Source code

function DrawAIOverlays ( ) )
draws AI goal overlays over each AI pawn

DrawBackground Source code

static simulated function DrawBackground ( float X, float Y, float Width, float Height, LinearColor DrawColor, Canvas DrawCanvas) )

DrawBarGraph Source code

static simulated function DrawBarGraph ( float X, float Y, float Width, float MaxWidth, float Height, Canvas DrawCanvas, Color BarColor, Color BackColor) )

DrawBeaconBackground Source code

static simulated function DrawBeaconBackground ( float X, float Y, float Width, float Height, LinearColor DrawColor, Canvas DrawCanvas) )

DrawEngineHUD Source code

function DrawEngineHUD ( )
We override this here so we do not have the copyright screen show up in envyentry or when you skip past a movie

DrawGameHud Source code

function DrawGameHud ( ) )
This function is called to draw the hud while the game is still in progress. You should only draw items here that are always displayed. If you want to draw something that is displayed only when the player is alive use DrawLivingHud().

DrawGlowText Source code

native function DrawGlowText ( string Text, float X, float Y, optional float MaxHeightInPixels=0.0, optional float PulseTime=-100.0, optional bool bRightJustified )
Draw a glowing string

DrawHealth Source code

static simulated function DrawHealth ( float X, float Y, float Width, float MaxWidth, float Height, Canvas DrawCanvas, optional byte Alpha=255) )
Draw a beacon healthbar @PARAM Width is the actual health width @PARAM MaxWidth corresponds to the max health

DrawHUD Source code

function DrawHUD ( ) )
This is the main drawing pump. It will determine which hud we need to draw (Game or PostGame). Any drawing that should occur regardless of the game state should go here.

DrawLivingHud Source code

function DrawLivingHud ( ) )
Anything drawn in this function will be displayed ONLY when the player is living.

DrawMessageText Source code

function DrawMessageText ( HudLocalizedMessage LocalMessage, float ScreenX, float ScreenY) )

DrawMicIcon Source code

function DrawMicIcon ( ) )

DrawNameplateBackground Source code

function DrawNameplateBackground ( vector2d Pos, float WordWidth, LinearColor NameplateColor, optional float WordHeight = 0.0) )

DrawPlayerBeacon Source code

function DrawPlayerBeacon ( UTPawn P, Canvas BeaconCanvas, Vector CameraPosition, Vector ScreenLoc) )
Draw postrenderfor team beacon for an on-foot player

DrawPostGameHud Source code

function DrawPostGameHud ( ) )
This function is called when we are drawing the hud but the match is over.

DrawShadowedRotatedTile Source code

simulated function DrawShadowedRotatedTile ( texture2D Tex, Rotator Rot, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Color TileColor, Optional bool bScaleToRes) )

DrawShadowedStretchedTile Source code

simulated function DrawShadowedStretchedTile ( texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Color TileColor, Optional bool bScaleToRes) )

DrawShadowedTile Source code

simulated function DrawShadowedTile ( texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Color TileColor, Optional bool bScaleToRes) )

DrawTileCentered Source code

function DrawTileCentered ( texture2D Tex, float xl, float yl, float u, float v, float ul, float vl, LinearColor C) )
Draws a textured centered around the current position

DrawToolTip Source code

function DrawToolTip ( Canvas Cvs, PlayerController PC, string Command, float X, float Y, float U, float V, float UL, float VL, float ResScale, optional Texture2D IconTexture = default.IconHudTexture, optional float Alpha=1.0) )

DrawVehicleBeacon Source code

function DrawVehicleBeacon ( UTVehicle V, Canvas BeaconCanvas, Vector ScreenLoc, float XL, float YL, float HealthY, float TextXL, float Dist, linearcolor VTeamColor, string ScreenName, color TextColor ) )
Draw postrenderfor team beacon for a vehicle

FlashDamage Source code

function FlashDamage ( float FlashPosition) )
Configures a damage directional indicator and makes it appear
@param FlashPosition Where it should appear

FormatTime Source code

static function string FormatTime ( int Seconds) )
Creates a string from the time

GetFontSizeIndex Source code

static function Font GetFontSizeIndex ( int FontSize) )

GetScreenCoords Source code

function GetScreenCoords ( float PosY, out float ScreenX, out float ScreenY, out HudLocalizedMessage InMessage ) )

GetTeamColor Source code

static simulated function GetTeamColor ( int TeamIndex, optional out LinearColor ImageColor, optional out Color TextColor) )

GetUIController Source code

function UIInteraction GetUIController ( optional out LocalPlayer LP) )
Accessors for the UI system for opening scenes (scoreboard/menus/etc)

GrowHUD Source code

exec function GrowHUD ( ) )
Add missing elements to HUD

HidePortrait Source code

simulated function HidePortrait ( ) )
If the portrait is visible, this will immediately try and hide it

LinkToHudScene Source code

native function LinkToHudScene ( )
This function will attempt to auto-link up HudWidgets to their associated transient property here in the hud.

Message Source code

function Message ( PlayerReplicationInfo PRI, coerce string Msg, name MsgType, optional float LifeTime ) )

NotifyLocalPlayerTeamReceived Source code

simulated function NotifyLocalPlayerTeamReceived ( ) )

OpenScene Source code

function UTUIScene OpenScene ( UTUIScene Template) )
OpenScene - Opens a UIScene @Param Template The scene template to open

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )
Create a list of actors needing post renders for. Also Create the Hud Scene

PostRender Source code

event PostRender ( ) )
Perform any value precaching, and set up various safe regions NOTE: NO DRAWING should ever occur in PostRender. Put all drawing code in DrawHud().

QuickPick Source code

simulated function QuickPick ( int Quad) )
Change the selection in a given QuickPick group

ReleaseShowScores Source code

exec function ReleaseShowScores ( ) )

RemovePostRenderedActor Source code

function RemovePostRenderedActor ( Actor A) )
RemovePostRenderedActor() remove an actor from the PostRenderedActors array

ResetHeroTooltipTimeStamp Source code

function ResetHeroTooltipTimeStamp ( ) )

ResolveHUDPosition Source code

function Vector2D ResolveHUDPosition ( vector2D Position, float Width, float Height) )
Given a default screen position (at 1024x768) this will return the hud position at the current resolution. NOTE: If the default position value is < 0.0f then it will attempt to place the right/bottom face of the "widget" at that offset from the ClipX/Y.
@Param Position The default position (in 1024x768 space)
@Param Width How wide is this "widget" at 1024x768
@Param Height How tall is this "widget" at 1024x768
@returns the hud position

SetDisplayedOrders Source code

function SetDisplayedOrders ( string OrderText) )

SetShowScores Source code

exec function SetShowScores ( bool bNewValue) )

ShowAllAI Source code

exec function ShowAllAI ( ) )

ShowPortrait Source code

simulated function ShowPortrait ( UTPlayerReplicationInfo ShowPRI, optional float PortraitDuration, optional bool bOverrideCurrentSpeaker) )
Given a PRI, show the Character portrait on the screen. @Param ShowPRI The PRI to show @Param bOverrideCurrentSpeaker If true, we will quickly slide off the current speaker and then bring on this guy

ShowQuickPickMenu Source code

exec function ShowQuickPickMenu ( bool bShow) )
Toggle the Quick Pick Menu

ShowSquadRoutes Source code

exec function ShowSquadRoutes ( ) )

ShrinkHUD Source code

exec function ShrinkHUD ( ) )
Remove elements from HUD

SpawnScoreBoard Source code

function SpawnScoreBoard ( class<Scoreboard> ScoringType) )

StartMusic Source code

exec function StartMusic ( ) )

Timer Source code

simulated event Timer ( ) )

ToggleHUD Source code

exec function ToggleHUD ( ) )

TranslateBindToFont Source code

native static function TranslateBindToFont ( string InBindStr, out Font DrawFont, out string OutBindStr )
Convert a string with potential escape sequenced data in it to a font and the string that should be displayed

UpdateCTFFlagVisibility Source code

simulated function UpdateCTFFlagVisibility ( UTCTFFlag CTFFlag) )

UpdateDamage Source code

function UpdateDamage ( ) )
Update Damage always needs to be called


Defaultproperties

defaultproperties
{
   WeaponSwitchMessage=Class'UTGame.UTWeaponSwitchMessage'
   AltHudTexture=Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
   IconHudTexture=Texture2D'UI_HUD.HUD.UI_HUD_BaseB'
   TalkingTexture=Texture2D'PS3Patch.Talking'
   UT3GHudTexture=Texture2D'UI_GoldHud.HUDIcons'
   ConsoleIconFontClassName="UI_Fonts.Fonts.UI_Fonts_Xbox18"
   ToolTipSepCoords=(U=260.000000,V=379.000000,UL=29.000000,VL=27.000000)
   LC_White=(R=1.000000,G=1.000000,B=1.000000,A=1.000000)
   LightGoldColor=(B=128,G=255,R=255,A=255)
   LightGreenColor=(B=128,G=255,R=128,A=255)
   GrayColor=(B=160,G=160,R=160,A=192)
   bShowDoll=True
   bShowAmmo=True
   bShowMap=True
   bShowPowerups=True
   bShowScoring=True
   bShowFragCount=True
   bHasLeaderboard=True
   bShowVehicle=True
   ScoreboardSceneTemplate=Scoreboard_DM'UI_Scenes_Scoreboards.sbDM'
   MusicManagerClass=Class'UTGame.UTMusicManager'
   HudFonts(0)=MultiFont'UI_Fonts_Final.HUD.MF_Small'
   HudFonts(1)=MultiFont'UI_Fonts_Final.HUD.MF_Medium'
   HudFonts(2)=MultiFont'UI_Fonts_Final.HUD.MF_Large'
   HudFonts(3)=MultiFont'UI_Fonts_Final.HUD.MF_Huge'
   CharPortraitMaterial=Material'UI_HUD.Materials.CharPortrait'
   CharPortraitYPerc=0.150000
   CharPortraitXPerc=0.010000
   CharPortraitSlideTime=2.000000
   CharPortraitSlideTransitionTime=0.175000
   CharPortraitSize=(X=96.000000,Y=120.000000)
   WeaponBarScale=0.750000
   WeaponBoxWidth=100.000000
   WeaponBoxHeight=64.000000
   TeamHUDColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   WeaponBarY=16.000000
   CurrentWeaponScale(0)=1.000000
   CurrentWeaponScale(1)=1.000000
   CurrentWeaponScale(2)=1.000000
   CurrentWeaponScale(3)=1.000000
   CurrentWeaponScale(4)=1.000000
   CurrentWeaponScale(5)=1.000000
   CurrentWeaponScale(6)=1.000000
   CurrentWeaponScale(7)=1.000000
   CurrentWeaponScale(8)=1.000000
   CurrentWeaponScale(9)=1.000000
   SelectedWeaponScale=1.500000
   BounceWeaponScale=2.250000
   SelectedWeaponAlpha=1.000000
   OffWeaponAlpha=0.500000
   EmptyWeaponAlpha=0.400000
   WeaponScaleSpeed=10.000000
   WeaponBarXOffset=70.000000
   WeaponXOffset=60.000000
   SelectedBoxScale=1.000000
   WeaponYScale=64.000000
   WeaponYOffset=8.000000
   WeaponAmmoLength=48.000000
   WeaponAmmoThickness=16.000000
   WeaponAmmoOffsetX=100.000000
   WeaponAmmoOffsetY=16.000000
   SelectedWeaponAmmoOffsetX=110.000000
   MessageOffset(0)=0.150000
   MessageOffset(1)=0.242000
   MessageOffset(2)=0.360000
   MessageOffset(3)=0.580000
   MessageOffset(4)=0.780000
   MessageOffset(5)=0.830000
   MessageOffset(6)=2.000000
   BlackColor=(B=0,G=0,R=0,A=255)
   GoldColor=(B=11,G=183,R=255,A=255)
   MapDefaultSize=255.000000
   GlowFonts(0)=Font'UI_Fonts_Final.HUD.F_GlowPrimary'
   GlowFonts(1)=Font'UI_Fonts_Final.HUD.F_GlowSecondary'
   SafeRegionPct=1.000000
   MaxNoOfIndicators=3
   BaseMaterial=Material'UI_HUD.HUD.M_UI_HUD_DamageDir'
   FadeTime=0.500000
   PositionalParamName="DamageDirectionRotation"
   FadeParamName="DamageDirectionAlpha"
   HitEffectIntensity=0.250000
   MaxHitEffectColor=(R=2.000000,G=-1.000000,B=-1.000000,A=1.000000)
   HitEffectFadeTime=0.500000
   QuickPickRadius=160.000000
   QuickPickBkgImage=Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
   QuickPickBkgCoords=(U=459.000000,V=148.000000,UL=69.000000,VL=49.000000)
   QuickPickSelImage=Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
   QuickPickSelCoords=(U=459.000000,V=248.000000,UL=69.000000,VL=49.000000)
   QuickPickCircleImage=Texture2D'UI_HUD.HUD.UI_HUD_BaseB'
   QuickPickCircleCoords=(U=18.000000,V=367.000000,UL=128.000000,VL=128.000000)
   QuickPickWaveForm=ForceFeedbackWaveform'UTGame.Default__UTHUD:ForceFeedbackWaveformQuickPick'
   DollPosition=(X=0.000000,Y=-1.000000)
   HealthBGCoords=(U=73.000000,V=111.000000,UL=143.000000,VL=57.000000)
   HealthOffsetX=65.000000
   HealthBGOffsetX=65.000000
   HealthBGOffsetY=59.000000
   HealthIconX=80.000000
   HealthIconY=88.000000
   HealthTextX=185.000000
   HealthTextY=55.000000
   ArmorBGCoords=(U=74.000000,V=69.000000,UL=117.000000,VL=42.000000)
   ArmorBGOffsetX=65.000000
   ArmorBGOffsetY=18.000000
   ArmorIconX=80.000000
   ArmorIconY=42.000000
   ArmorTextX=160.000000
   ArmorTextY=17.000000
   AmmoPosition=(X=-1.000000,Y=-1.000000)
   AmmoBarOffsetY=2.000000
   AmmoBGCoords=(U=1.000000,V=368.000000,UL=162.000000,VL=53.000000)
   AmmoTextOffsetX=125.000000
   AmmoTextOffsetY=3.000000
   MapPosition=(X=0.990000,Y=0.050000)
   PowerupYPos=0.750000
   ScoringPosition=(X=-1.000000,Y=0.000000)
   VehiclePosition=(X=-1.000000,Y=-1.000000)
   DamageIndicatorSize=384.000000
   NameplateWidth=8.000000
   NameplateBubbleWidth=15.000000
   NameplateLeft=(U=224.000000,V=11.000000,UL=14.000000,VL=35.000000)
   NameplateCenter=(U=238.000000,V=11.000000,UL=5.000000,VL=35.000000)
   NameplateBubble=(U=243.000000,V=11.000000,UL=26.000000,VL=35.000000)
   NameplateRight=(U=275.000000,V=11.000000,UL=14.000000,VL=35.000000)
   BlackBackgroundColor=(R=0.700000,G=0.700000,B=0.700000,A=0.700000)
   PulseDuration=0.330000
   PulseSplit=0.250000
   PulseMultiplier=0.500000
   WarmupString="Warmup Round"
   WaitingForMatch="Waiting for the Match to Begin..."
   PressFireToBegin="Press [FIRE] to Begin..."
   SpectatorMessage="Spectator"
   DeadMessage="You have Died!"
   FireToRespawnMessage="Press [FIRE] to respawn"
   YouHaveWon="YOU HAVE WON THE MATCH!"
   YouHaveLost="YOU HAVE LOST THE MATCH!"
   PlaceMarks(0)="st"
   PlaceMarks(1)="nd"
   PlaceMarks(2)="rd"
   PlaceMarks(3)="th"
   PawnDollBGCoords=(U=9.000000,V=52.000000,UL=65.000000,VL=116.000000)
   DollOffsetX=35.000000
   DollOffsetY=58.000000
   DollWidth=56.000000
   DollHeight=109.000000
   VestX=36.000000
   VestY=31.000000
   VestWidth=46.000000
   VestHeight=28.000000
   ThighX=36.000000
   ThighY=72.000000
   ThighWidth=42.000000
   ThighHeight=28.000000
   HelmetX=36.000000
   HelmetY=13.000000
   HelmetWidth=22.000000
   HelmetHeight=25.000000
   BootX=37.000000
   BootY=100.000000
   BootWidth=54.000000
   BootHeight=26.000000
   AmmoBarColor=(R=7.000000,G=7.000000,B=7.000000,A=1.000000)
   RedLinearColor=(R=3.000000,G=0.000000,B=0.050000,A=0.800000)
   BlueLinearColor=(R=0.500000,G=0.800000,B=10.000000,A=0.800000)
   DMLinearColor=(R=1.000000,G=1.000000,B=1.000000,A=0.500000)
   WhiteLinearColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000)
   GoldLinearColor=(R=1.000000,G=1.000000,B=0.000000,A=1.000000)
   SilverLinearColor=(R=0.750000,G=0.750000,B=0.750000,A=1.000000)
   HeroPointOffX=20.000000
   HeroPointOffY=8.000000
   HeroMeterOffsetX=1.000000
   HeroMeterOffsetY=52.000000
   HeroMeterVehicleOffsetX=93.000000
   HeroMeterVehicleOffsetY=53.000000
   HeroMeterWidth=95.000000
   HeroMeterHeight=65.000000
   HeroMeterTexCoords=(U=6.000000,V=8.000000,UL=95.000000,VL=65.000000)
   HeroMeterOverlayTexCoords=(U=6.000000,V=74.000000,UL=95.000000,VL=65.000000)
   HeroToolTipIconCoords=(U=136.000000,V=11.000000,UL=81.000000,VL=74.000000)
   MaxHUDAreaMessageCount=2
   Name="Default__UTHUD"
   ObjectArchetype=GameHUD'GameFramework.Default__GameHUD'
}

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Creation time: sk 18-3-2018 10:00:52.914 - Created with UnCodeX