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authorConnie Price <contact@connieprice.co.uk>2022-01-18 01:25:15 +0000
committerBarichello <artur@barichello.me>2022-01-18 18:45:21 -0300
commit988dbb30b704f8be16365ebc809d232265d64ab2 (patch)
tree2010695884b014b00989e150b7e9d04cf8ae5143 /Northstar.Client
parente0b8ff6ca17a3c8cf8c17ebd33cf109db574dba0 (diff)
downloadNorthstarMods-988dbb30b704f8be16365ebc809d232265d64ab2.tar.gz
NorthstarMods-988dbb30b704f8be16365ebc809d232265d64ab2.zip
Changed the three slot hud check to actually check the contents of offhand slot 2, allowing for all three slots to be used and visible to pilots.
Diffstat (limited to 'Northstar.Client')
-rw-r--r--Northstar.Client/mod/scripts/vscripts/client/rui/cl_weapon_status.gnut860
1 files changed, 860 insertions, 0 deletions
diff --git a/Northstar.Client/mod/scripts/vscripts/client/rui/cl_weapon_status.gnut b/Northstar.Client/mod/scripts/vscripts/client/rui/cl_weapon_status.gnut
new file mode 100644
index 00000000..26f5efd8
--- /dev/null
+++ b/Northstar.Client/mod/scripts/vscripts/client/rui/cl_weapon_status.gnut
@@ -0,0 +1,860 @@
+global function ClWeaponStatus_Init
+global function ClWeaponStatus_SetOffhandVisible
+global function ClWeaponStatus_SetWeaponVisible
+global function ClWeaponStatus_GetWeaponHudRui
+global function ClWeaponStatus_RefreshWeaponStatus
+
+struct
+{
+ var ammo_status_hint
+ var ability_left_hud
+ var ability_center_hud
+ var ability_right_hud
+ var dpad_left_hud
+ var ammo_counter
+
+ bool[6] slotVisible = [true, true, true, true, true, true]
+ bool ammo_counter_visible = true
+
+ int lastSelectedIndex
+
+ entity lastCenterWeapon
+} file
+
+void function ClWeaponStatus_Init()
+{
+ AddCallback_OnClientScriptInit( ClWeaponStatus_AddClient )
+ AddCallback_OnSelectedWeaponChanged( OnSelectedWeaponChanged )
+
+ AddCallback_OnPlayerLifeStateChanged( OnLifeStateChanged )
+ AddCallback_PlayerClassChanged( OnPlayerClassChanged )
+
+ AddCallback_KillReplayEnded( OnKillReplayEnded )
+
+ RegisterSignal( "EndTrackOffhandWeaponSlot" )
+ RegisterSignal( "EndTrackCenterStuff" )
+}
+
+void function ClWeaponStatus_RefreshWeaponStatus( entity player )
+{
+ if ( !IsValid( player ) )
+ return
+
+ UpdatePrimaryWeaponHint()
+
+ if ( !IsValid( GetLocalViewPlayer() ) )
+ return
+
+ InitWeaponStatusRuis( GetLocalViewPlayer() )
+}
+
+var function ClWeaponStatus_GetWeaponHudRui( entity player, entity weapon )
+{
+ var index = weapon.GetWeaponInfoFileKeyField( "offhand_default_inventory_slot" )
+
+ if ( index == null )
+ return file.ammo_counter
+
+ expect int( index )
+
+ return GetRuiForIndex( player, index )
+}
+
+void function ClWeaponStatus_AddClient( entity player )
+{
+ {
+ var rui = CreateCockpitRui( $"ui/ammo_status_hint.rpak" )
+ RuiTrackFloat( rui, "ammoFrac", GetLocalClientPlayer(), RUI_TRACK_WEAPON_CLIP_AMMO_FRACTION )
+ RuiTrackFloat( rui, "remainingAmmoFrac", GetLocalClientPlayer(), RUI_TRACK_WEAPON_REMAINING_AMMO_FRACTION )
+ RuiTrackFloat( rui, "readyToFireFrac", GetLocalClientPlayer(), RUI_TRACK_WEAPON_READY_TO_FIRE_FRACTION )
+ RuiTrackFloat( rui, "reloadingFrac", GetLocalClientPlayer(), RUI_TRACK_WEAPON_RELOAD_FRACTION )
+
+ file.ammo_status_hint = rui
+ }
+
+ {
+ var rui = CreateCockpitRui( $"ui/ability_hud.rpak" )
+ RuiSetInt( rui, "xPos", 0 )
+ file.ability_left_hud = rui
+ }
+
+ {
+ var rui = CreateCockpitRui( $"ui/ability_hud.rpak" )
+ RuiSetInt( rui, "xPos", 1 )
+ file.ability_center_hud = rui
+ }
+
+ {
+ var rui = CreateCockpitRui( $"ui/ability_hud.rpak" )
+ RuiSetInt( rui, "xPos", 2 )
+ file.ability_right_hud = rui
+ }
+
+ {
+ var rui = CreateCockpitRui( $"ui/inventory_hud.rpak" )
+ RuiSetInt( rui, "xPos", 1 )
+ RuiSetInt( rui, "yPos", 1 )
+ file.dpad_left_hud = rui
+ }
+
+ {
+ var rui = CreateCockpitRui( $"ui/ammo_counter.rpak" )
+ file.ammo_counter = rui
+ }
+}
+
+
+void function OnSelectedWeaponChanged( entity selectedWeapon )
+{
+ if ( !IsValid( selectedWeapon ) )
+ {
+ RuiSetFloat( file.ammo_status_hint, "lowAmmoFrac", 0.0 )
+ RuiSetBool( file.ammo_counter, "isVisible", false )
+ return
+ }
+
+ if ( GetLocalViewPlayer().PlayerMelee_IsAttackActive() )
+ return
+
+ if ( GetLocalViewPlayer().IsUsingOffhandWeapon() )
+ return
+
+ asset primaryIcon = $""
+ asset secondaryIcon = $""
+ asset tertiaryIcon = $""
+ array<entity> mainWeapons = GetLocalViewPlayer().GetMainWeapons()
+ #if MP
+ int activeIndex
+ foreach ( index, weapon in mainWeapons )
+ {
+ asset hudIcon = GetWeaponInfoFileKeyFieldAsset_WithMods_Global( weapon.GetWeaponClassName(), weapon.GetMods(), "hud_icon" )
+ if ( index == 0 )
+ primaryIcon = hudIcon
+ else if ( index == 1 )
+ secondaryIcon = hudIcon
+ else if ( index == 2 )
+ tertiaryIcon = hudIcon
+
+ if ( weapon == selectedWeapon )
+ activeIndex = index
+ }
+
+ if ( activeIndex == 0 )
+ {
+ RuiSetImage( file.ammo_counter, "tertiaryHudIcon", tertiaryIcon )
+ RuiSetImage( file.ammo_counter, "secondaryHudIcon", secondaryIcon )
+ RuiSetGameTime( file.ammo_counter, "tapPingTime", Time() )
+ }
+ else if ( activeIndex == 1 )
+ {
+ RuiSetImage( file.ammo_counter, "tertiaryHudIcon", tertiaryIcon )
+ RuiSetImage( file.ammo_counter, "secondaryHudIcon", primaryIcon )
+ RuiSetGameTime( file.ammo_counter, "tapPingTime", Time() )
+ }
+ else if ( activeIndex == 2 )
+ {
+ if ( file.lastSelectedIndex == 0 )
+ {
+ RuiSetImage( file.ammo_counter, "tertiaryHudIcon", $"" )
+ RuiSetImage( file.ammo_counter, "secondaryHudIcon", primaryIcon )
+ }
+ else if ( file.lastSelectedIndex == 1 )
+ {
+ RuiSetImage( file.ammo_counter, "tertiaryHudIcon", $"" )
+ RuiSetImage( file.ammo_counter, "secondaryHudIcon", secondaryIcon )
+ }
+ }
+
+ file.lastSelectedIndex = activeIndex
+ #else
+ foreach ( weapon in mainWeapons )
+ {
+ if ( weapon == selectedWeapon )
+ continue
+
+ if ( selectedWeapon.GetWeaponType() == WT_ANTITITAN )
+ continue
+
+ if ( weapon.GetWeaponType() == WT_ANTITITAN )
+ continue
+
+ if ( GetLocalViewPlayer().IsTitan() )
+ continue
+
+ asset hudIcon = GetWeaponInfoFileKeyFieldAsset_WithMods_Global( weapon.GetWeaponClassName(), weapon.GetMods(), "hud_icon" )
+ secondaryIcon = hudIcon
+ }
+ RuiSetImage( file.ammo_counter, "secondaryHudIcon", secondaryIcon )
+ RuiSetImage( file.ammo_counter, "tertiaryHudIcon", $"" )
+ #endif
+
+ InitAmmoCounterRui( file.ammo_counter, GetLocalViewPlayer(), selectedWeapon )
+
+ float lowAmmoFrac = selectedWeapon.GetWeaponSettingFloat( eWeaponVar.low_ammo_fraction )
+ RuiSetFloat( file.ammo_status_hint, "lowAmmoFrac", lowAmmoFrac )
+ RuiSetBool( file.ammo_counter, "isVisible", file.ammo_counter_visible )
+ RuiSetBool( file.ammo_counter, "isTitan", CheckCenterSlotOccupied(GetLocalViewPlayer()) )
+
+ RuiSetBool( file.ammo_counter, "isWeaponAmped", selectedWeapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod ) )
+
+ UpdatePrimaryWeaponHint()
+}
+
+void function UpdatePrimaryWeaponHint()
+{
+ // Show/Hide the BT loudout switch button hint if single player
+ if ( IsSingleplayer() && GetLocalViewPlayer().IsTitan() && GetConVarInt( "hud_setting_showButtonHints" ) != 0 )
+ RuiSetString( file.ammo_counter, "hintText", Localize( "#HUD_SP_BT_LOADOUT_SWAP" ) )
+ else
+ RuiSetString( file.ammo_counter, "hintText", "" )
+}
+
+
+void function InitAmmoCounterRui( var rui, entity player, entity weapon )
+{
+ RuiTrackFloat( rui, "maxMagAmmo", player, RUI_TRACK_WEAPON_CLIP_AMMO_MAX )
+ RuiTrackFloat( rui, "maxStockpileAmmo", player, RUI_TRACK_WEAPON_STOCKPILE_AMMO_MAX )
+ RuiTrackFloat( rui, "clipAmmoFrac", player, RUI_TRACK_WEAPON_CLIP_AMMO_FRACTION )
+ RuiTrackFloat( rui, "remainingAmmoFrac", player, RUI_TRACK_WEAPON_REMAINING_AMMO_FRACTION )
+ RuiTrackFloat( rui, "lifetimeShots", player, RUI_TRACK_WEAPON_LIFETIME_SHOTS )
+ RuiTrackFloat( rui, "ammoRegenRate", player, RUI_TRACK_WEAPON_AMMO_REGEN_RATE )
+
+ RuiTrackImage( rui, "hudIcon", player, RUI_TRACK_WEAPON_HUD_ICON )
+}
+
+
+void function OnPlayerClassChanged( entity player )
+{
+ if ( player != GetLocalViewPlayer() )
+ return
+
+ InitWeaponStatusRuis( player )
+}
+
+
+void function OnLifeStateChanged( entity player, int oldLifeState, int newLifeState )
+{
+ if ( player != GetLocalViewPlayer() )
+ return
+
+ if ( newLifeState != LIFE_ALIVE )
+ return
+
+ InitWeaponStatusRuis( player )
+}
+
+void function OnKillReplayEnded()
+{
+ entity player = GetLocalViewPlayer()
+
+ InitWeaponStatusRuis( player )
+}
+
+void function UpdateOffhandRuis( entity player )
+{
+ UpdateOffhandRuiVisibility( file.ability_left_hud, "%offhand1%" )
+
+ if ( CheckCenterSlotOccupied(player) )
+ UpdateOffhandRuiVisibility( file.ability_center_hud, "%offhand2%" )
+ else
+ UpdateOffhandRuiVisibility( file.ability_center_hud, "%offhand0%" )
+
+ UpdateOffhandRuiVisibility( file.ability_right_hud, "%offhand0%" )
+
+ if ( IsMultiplayer() )
+ {
+ // need to recreate this since RuiTrackInt cannot be undone with RuiSetInt
+ RuiDestroy( file.dpad_left_hud )
+ var rui = CreateCockpitRui( $"ui/inventory_hud.rpak" )
+ RuiSetInt( rui, "xPos", 1 )
+ RuiSetInt( rui, "yPos", 1 )
+ file.dpad_left_hud = rui
+ UpdateOffhandRuiVisibility( file.dpad_left_hud, "%offhand4%" )
+ }
+ else
+ {
+ UpdateOffhandRuiVisibility( file.dpad_left_hud, "%weaponSelectOrdnance%" )
+ }
+}
+
+void function InitWeaponStatusRuis( entity player )
+{
+ player.Signal( "EndTrackOffhandWeaponSlot" )
+
+ UpdateOffhandRuis( player )
+
+ if ( CheckCenterSlotOccupied(player) )
+ {
+ thread TrackOffhandWeaponSlot( player, file.ability_left_hud, OFFHAND_LEFT )
+ thread TrackOffhandWeaponSlot( player, file.ability_center_hud, OFFHAND_TITAN_CENTER )
+ thread TrackOffhandWeaponSlot( player, file.ability_right_hud, OFFHAND_RIGHT )
+ if ( IsMultiplayer() )
+ thread TrackOffhandWeaponSlot( player, file.dpad_left_hud, OFFHAND_INVENTORY )
+ }
+ else
+ {
+ thread TrackOffhandWeaponSlot( player, file.ability_left_hud, OFFHAND_LEFT )
+ thread TrackOffhandWeaponSlot( player, file.ability_center_hud, OFFHAND_RIGHT )
+ if ( IsMultiplayer() )
+ {
+ thread TrackOffhandWeaponSlot( player, file.dpad_left_hud, OFFHAND_INVENTORY )
+ //thread TrackHoldToSwapSlot( player, file.ammo_counter )
+ }
+ else
+ {
+ thread TrackATWeaponSlot( player, file.dpad_left_hud )
+ }
+ RuiSetBool( file.ability_right_hud, "isVisible", false )
+ }
+
+ thread TrackCenterSlot( player )
+}
+
+void function UpdateOffhandRuiVisibility( var rui, string hintText )
+{
+ if ( GetConVarInt( "hud_setting_showButtonHints" ) != 0 )
+ RuiSetString( rui, "hintText", hintText )
+ else
+ RuiSetString( rui, "hintText", "" )
+}
+
+void function UpdateForChangedCenter( entity player )
+{
+ player.Signal( "EndTrackCenterStuff" )
+
+ bool centerOccupied = CheckCenterSlotOccupied(player)
+
+ if ( centerOccupied )
+ {
+ UpdateOffhandRuiVisibility( file.ability_center_hud, "%offhand2%" )
+
+ thread TrackOffhandWeaponSlot( player, file.ability_center_hud, OFFHAND_TITAN_CENTER )
+ thread TrackOffhandWeaponSlot( player, file.ability_right_hud, OFFHAND_RIGHT )
+ }
+ else
+ {
+ UpdateOffhandRuiVisibility( file.ability_center_hud, "%offhand0%" )
+
+ thread TrackOffhandWeaponSlot( player, file.ability_center_hud, OFFHAND_RIGHT )
+ }
+
+ RuiSetBool( file.ammo_counter, "isTitan", centerOccupied )
+}
+
+void function TrackCenterSlot( entity player )
+{
+ player.EndSignal( "EndTrackOffhandWeaponSlot" )
+ player.EndSignal( "OnDeath" )
+
+ entity lastWeapon = null
+ while ( IsAlive( player ) )
+ {
+ entity activeWeapon = player.GetOffhandWeapon( OFFHAND_TITAN_CENTER )
+ if ( activeWeapon != lastWeapon )
+ {
+ UpdateForChangedCenter( player )
+ }
+
+ lastWeapon = activeWeapon
+ WaitFrame()
+ }
+}
+
+void function TrackHoldToSwapSlot( entity player, var rui )
+{
+ player.EndSignal( "EndTrackOffhandWeaponSlot" )
+ player.EndSignal( "OnDeath" )
+
+ OnThreadEnd(
+ function() : ( rui )
+ {
+ //RuiSetBool( rui, "isVisible", false )
+ }
+ )
+
+ float holdWeaponSwapTime = GetConVarFloat( "holdWeaponSwapTime" )
+ RuiSetFloat( rui, "holdWeaponSwapTime", holdWeaponSwapTime )
+ RuiSetFloat( rui, "holdTime", 0.0 )
+ RuiSetBool( rui, "holdHintVisible", false )
+
+ entity lastWeapon = null
+ bool holdWeaponActive = false
+ bool lastIsHolding = false
+ float holdChangeTime = 0.0
+ while ( IsAlive( player ) )
+ {
+ entity activeWeapon = player.GetActiveWeapon()
+ if ( activeWeapon != lastWeapon )
+ {
+ array<entity> mainWeapons = player.GetMainWeapons()
+ if ( mainWeapons.len() > 2 )
+ {
+ if ( mainWeapons[2] == activeWeapon )
+ {
+ holdWeaponActive = true
+ }
+ else
+ {
+ holdWeaponActive = false
+ }
+ }
+ }
+
+ if ( !holdWeaponActive )
+ {
+ bool isHolding = player.IsInputCommandHeld( IN_WEAPON_CYCLE )
+ if ( isHolding != lastIsHolding )
+ holdChangeTime = Time()
+
+ if ( isHolding )
+ {
+ RuiSetFloat( rui, "holdTime", Time() - holdChangeTime )
+ }
+ else
+ {
+ RuiSetFloat( rui, "holdTime", 0.0 )
+ }
+ lastIsHolding = isHolding
+ }
+ else
+ {
+ RuiSetFloat( rui, "holdTime", 0.0 )
+ }
+ RuiSetBool( rui, "holdHintVisible", IsControllerModeActive() )
+
+ lastWeapon = activeWeapon
+ WaitFrame()
+ }
+}
+
+void function TrackOffhandWeaponSlot( entity player, var rui, int slot )
+{
+ if ( slot == OFFHAND_TITAN_CENTER || slot == OFFHAND_RIGHT )
+ {
+ player.EndSignal( "EndTrackCenterStuff" )
+ }
+
+ player.EndSignal( "EndTrackOffhandWeaponSlot" )
+ player.EndSignal( "OnDeath" )
+
+ OnThreadEnd(
+ function() : ( rui )
+ {
+ RuiSetBool( rui, "isVisible", false )
+ }
+ )
+
+ entity lastWeapon = null
+ bool wasVisible = file.slotVisible[slot]
+ while ( IsAlive( player ) )
+ {
+ entity weapon = player.GetOffhandWeapon( slot )
+ if ( weapon != lastWeapon || file.slotVisible[slot] != wasVisible )
+ {
+ if ( IsValid( weapon ) && file.slotVisible[slot] )
+ {
+ InitOffhandRui( rui, player, weapon )
+ #if MP
+ if ( slot == OFFHAND_INVENTORY )
+ {
+ if ( player.IsTitan() )
+ {
+ int segments = player.GetWeaponAmmoStockpile( player.GetOffhandWeapon( OFFHAND_INVENTORY ) )
+ segments += player.GetOffhandWeapon( OFFHAND_INVENTORY ).GetWeaponPrimaryClipCount()
+ RuiSetInt( rui, "segments", segments )
+ RuiSetFloat( rui, "minFireFrac", 0.01 )
+ }
+ else
+ {
+ //RuiSetInt( rui, "segments", PlayerInventory_ItemCount( player ) )
+ RuiTrackInt( rui, "segments", player, RUI_TRACK_SCRIPT_NETWORK_VAR_INT, GetNetworkedVariableIndex( "itemInventoryCount" ) )
+ RuiSetFloat( rui, "minFireFrac", 0.01 )
+ }
+ }
+ #elseif SP
+ if ( slot == OFFHAND_INVENTORY )
+ {
+ RuiSetInt( rui, "segments", 1 )
+ RuiSetFloat( rui, "minFireFrac", 0.01 )
+ }
+ #endif
+ }
+ else
+ {
+ RuiSetBool( rui, "isVisible", false )
+ }
+ }
+ #if MP
+ if ( slot == OFFHAND_INVENTORY && file.slotVisible[slot] && player.IsTitan() && IsValid( weapon ) )
+ {
+ int segments = player.GetWeaponAmmoStockpile( player.GetOffhandWeapon( OFFHAND_INVENTORY ) )
+ segments += player.GetOffhandWeapon( OFFHAND_INVENTORY ).GetWeaponPrimaryClipCount()
+ RuiSetInt( rui, "segments", segments )
+ RuiSetFloat( rui, "minFireFrac", 0.01 )
+ }
+ #endif
+
+ lastWeapon = weapon
+ wasVisible = file.slotVisible[slot]
+ WaitFrame()
+ }
+}
+
+void function TrackATWeaponSlot( entity player, var rui )
+{
+ player.EndSignal( "EndTrackOffhandWeaponSlot" )
+ player.EndSignal( "OnDeath" )
+
+ OnThreadEnd(
+ function() : ( rui )
+ {
+ RuiSetBool( rui, "isVisible", false )
+ }
+ )
+
+ entity lastWeapon = null
+ bool wasVisible = file.slotVisible[OFFHAND_INVENTORY]
+ bool wasHoldingWeapon = player.GetActiveWeapon() == player.GetAntiTitanWeapon()
+ while ( IsAlive( player ) )
+ {
+ entity weapon = player.GetAntiTitanWeapon()
+ entity activeWeapon = player.GetActiveWeapon()
+ bool isHoldingWeapon = weapon == activeWeapon
+ if ( weapon != lastWeapon || file.slotVisible[OFFHAND_INVENTORY] != wasVisible || isHoldingWeapon != wasHoldingWeapon )
+ {
+ if ( IsValid( weapon ) && file.slotVisible[OFFHAND_INVENTORY] && !isHoldingWeapon )
+ {
+ InitOffhandRui( rui, player, weapon )
+ RuiSetFloat2( rui, "iconSizeScale", <1.5,0.75,0> )
+ }
+ else
+ {
+ RuiSetBool( rui, "isVisible", false )
+ }
+ }
+
+ lastWeapon = weapon
+ wasVisible = file.slotVisible[OFFHAND_INVENTORY]
+ wasHoldingWeapon = isHoldingWeapon
+ WaitFrame()
+ }
+}
+/*
+ // VECTOR TYPES
+ RUI_TRACK_ABSORIGIN_FOLLOW, // Create at absorigin, and update to follow the entity
+ RUI_TRACK_POINT_FOLLOW, // Create on attachment point, and update to follow the entity
+ RUI_TRACK_OVERHEAD_FOLLOW, // Create at the top of the entity's bbox
+ RUI_TRACK_EYEANGLES_FOLLOW,
+
+ // FLOAT TYPES
+ RUI_TRACK_HEALTH, // Health as fraction from 0 to 1
+ RUI_TRACK_FRIENDLINESS, // 0 if ent is enemy, 1 if it's friendly
+ RUI_TRACK_PLAYER_SUIT_POWER, // Player's suit power from 0 to 1
+ RUI_TRACK_PLAYER_GRAPPLE_POWER, // Player's grapple power from 0 to 1
+ RUI_TRACK_PLAYER_SHARED_ENERGY, // Players shared energy value
+ RUI_TRACK_WEAPON_CHARGE_FRACTION, // Weapon charge as fraction from 0 to 1
+ RUI_TRACK_WEAPON_SMART_AMMO_LOCK_FRACTION, // Smart ammo weapon lock fraction from 0 to N
+ RUI_TRACK_WEAPON_READY_TO_FIRE_FRACTION, // Weapon cooldown as fraction from 0 to 1
+ RUI_TRACK_WEAPON_RELOAD_FRACTION, // Weapon reloading as fraction from 0 to 1
+ RUI_TRACK_WEAPON_DRYFIRE_FRACTION, //
+ RUI_TRACK_WEAPON_CLIP_AMMO_FRACTION, // Weapon clip ammo as fraction from 0 to 1
+ RUI_TRACK_WEAPON_REMAINING_AMMO_FRACTION, // Weapon remaining ammo as fraction from 0 to 1
+ RUI_TRACK_WEAPON_CLIP_AMMO_MAX, //
+ RUI_TRACK_WEAPON_STOCKPILE_AMMO_MAX, //
+ RUI_TRACK_WEAPON_LIFETIME_SHOTS, //
+ RUI_TRACK_WEAPON_AMMO_REGEN_RATE, //
+ RUI_TRACK_BOOST_METER_FRACTION, // Player boost meter as fraction from 0 to 1
+ RUI_TRACK_GLIDE_METER_FRACTION, // Player glide meter as fraction from 0 to 1
+ RUI_TRACK_SHIELD_FRACTION, // Shield health as fraction from 0 to 1
+ RUI_TRACK_STATUS_EFFECT_SEVERITY, // Status effect severity as fraction from 0 to 1; attachmentIndex used as status effect index
+ RUI_TRACK_SCRIPT_NETWORK_VAR, // Value of a script network variable (use GetNetworkedVariableIndex())
+ RUI_TRACK_SCRIPT_NETWORK_VAR_GLOBAL, // Value of a script network variable without an entity (use GetNetworkedVariableIndex())
+ RUI_TRACK_SCRIPT_NETWORK_VAR_LOCAL_VIEW_PLAYER, // Value of a script network variable on the local view player (changes automatically during kill replay) (use GetNetworkedVariableIndex())
+ RUI_TRACK_FRIENDLY_TEAM_SCORE, //
+ RUI_TRACK_FRIENDLY_TEAM_ROUND_SCORE, // The value of score2 for friendlies
+ RUI_TRACK_ENEMY_TEAM_SCORE, //
+ RUI_TRACK_ENEMY_TEAM_ROUND_SCORE, // The value of score2 for enemies
+ RUI_TRACK_MINIMAP_SCALE, //
+ RUI_TRACK_SOUND_METER, // Sound meter as fraction from 0 to 1.
+
+ // INT TYPES
+ RUI_TRACK_MINIMAP_FLAGS,
+ RUI_TRACK_MINIMAP_CUSTOM_STATE,
+ RUI_TRACK_TEAM_RELATION_VIEWPLAYER, // ENEMY: -1, NEUTRAL: 0, FRIENDLY: 1
+ RUI_TRACK_TEAM_RELATION_CLIENTPLAYER, // ENEMY: -1, NEUTRAL: 0, FRIENDLY: 1
+ RUI_TRACK_SCRIPT_NETWORK_VAR_INT, // Value of a script network variable (use GetNetworkedVariableIndex())
+ RUI_TRACK_SCRIPT_NETWORK_VAR_GLOBAL_INT, // Value of a script network variable without an entity (use GetNetworkedVariableIndex())
+ RUI_TRACK_SCRIPT_NETWORK_VAR_LOCAL_VIEW_PLAYER_INT, // Value of a script network variable on the local view player (changes automatically during kill replay) (use GetNetworkedVariableIndex())
+
+ // GAMETIME TYPES
+ RUI_TRACK_LAST_FIRED_TIME,
+ RUI_TRACK_MINIMAP_THREAT_SECTOR,
+
+ // IMAGE TYPES
+ RUI_TRACK_WEAPON_MENU_ICON,
+ RUI_TRACK_WEAPON_HUD_ICON,
+*/
+
+void function InitOffhandRui( var rui, entity player, entity weapon )
+{
+ RuiSetGameTime( rui, "hintTime", Time() )
+
+ RuiSetBool( rui, "isTitan", player.IsTitan() )
+ RuiSetBool( rui, "isVisible", true )
+ RuiSetBool( rui, "isReverseCharge", false )
+
+ RuiSetFloat( rui, "chargeFrac", 0.0 )
+ RuiSetFloat( rui, "useFrac", 0.0 )
+ RuiSetFloat( rui, "chargeMaxFrac", 1.0 )
+ RuiSetFloat( rui, "minFireFrac", 1.0 )
+ RuiSetInt( rui, "segments", 1 )
+ RuiSetFloat( rui, "refillRate", 1 ) // default to 1 to preserve default behavior. some abilities draw the refillRecharge, even without a rate setting
+
+ RuiTrackImage( rui, "hudIcon", weapon, RUI_TRACK_WEAPON_HUD_ICON )
+
+ RuiTrackFloat( rui, "readyFrac", weapon, RUI_TRACK_WEAPON_READY_TO_FIRE_FRACTION )
+ RuiTrackFloat( rui, "dryfireFrac", weapon, RUI_TRACK_WEAPON_DRYFIRE_FRACTION )
+
+ RuiSetFloat( rui, "chargeFracCaution", 0.0 )
+ RuiSetFloat( rui, "chargeFracAlert", 0.0 )
+ RuiSetFloat( rui, "chargeFracAlertSpeed", 16.0 )
+ RuiSetFloat( rui, "chargeFracAlertScale", 1.0 )
+
+ switch ( weapon.GetWeaponInfoFileKeyField( "cooldown_type" ) )
+ {
+ case "ammo":
+ int ammoClipSize = weapon.GetWeaponSettingInt( eWeaponVar.ammo_clip_size )
+ int ammoPerShot = weapon.GetWeaponSettingInt( eWeaponVar.ammo_per_shot )
+ int ammoMinToFire = weapon.GetWeaponSettingInt( eWeaponVar.ammo_min_to_fire )
+
+ RuiSetFloat( rui, "minFireFrac", float ( ammoMinToFire ) / float ( ammoClipSize ) )
+ RuiSetInt( rui, "segments", ammoClipSize / ammoPerShot )
+
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CLIP_AMMO_FRACTION )
+
+ RuiSetFloat( rui, "refillRate", weapon.GetWeaponSettingFloat( eWeaponVar.regen_ammo_refill_rate ) )
+ break
+
+ case "ammo_swordblock":
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_STOCKPILE_REGEN_FRAC )
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+ RuiSetFloat( rui, "minFireFrac", 0.0 )
+
+ RuiSetFloat( rui, "chargeFracCaution", 0.6 )
+ RuiSetFloat( rui, "chargeFracAlert", 0.0 )
+ break
+
+ case "ammo_alert":
+ RuiSetFloat( rui, "chargeFrac", 0.0 )
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+ RuiSetFloat( rui, "minFireFrac", 0.0 )
+
+ RuiSetFloat( rui, "chargeFracCaution", 0.01 )
+ RuiSetFloat( rui, "chargeFracAlert", -1.0 )
+ RuiSetFloat( rui, "chargeFracAlertSpeed", 5.0 )
+ RuiSetFloat( rui, "chargeFracAlertScale", 0.6 )
+ break
+
+ case "ammo_instant":
+ case "ammo_deployed":
+ int ammoClipSize = weapon.GetWeaponSettingInt( eWeaponVar.ammo_clip_size )
+ int ammoPerShot = weapon.GetWeaponSettingInt( eWeaponVar.ammo_per_shot )
+ int ammoMinToFire = weapon.GetWeaponSettingInt( eWeaponVar.ammo_min_to_fire )
+
+ RuiSetFloat( rui, "minFireFrac", float ( ammoMinToFire ) / float ( ammoClipSize ) )
+ RuiSetInt( rui, "segments", ammoClipSize / ammoPerShot )
+
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CLIP_AMMO_FRACTION )
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+
+ RuiSetFloat( rui, "refillRate", weapon.GetWeaponSettingFloat( eWeaponVar.regen_ammo_refill_rate ) )
+ break
+
+ case "ammo_per_shot":
+ int ammoClipSize = weapon.GetWeaponSettingInt( eWeaponVar.ammo_clip_size )
+ int ammoPerShot = weapon.GetWeaponSettingInt( eWeaponVar.ammo_per_shot )
+ int ammoMinToFire = weapon.GetWeaponSettingInt( eWeaponVar.ammo_min_to_fire )
+
+ RuiSetFloat( rui, "minFireFrac", float ( ammoMinToFire ) / float ( ammoClipSize ) )
+ RuiSetInt( rui, "segments", 1 )
+
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CLIP_AMMO_FRACTION )
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+
+ RuiSetFloat( rui, "refillRate", weapon.GetWeaponSettingFloat( eWeaponVar.regen_ammo_refill_rate ) )
+ break
+
+ case "ammo_timed":
+ int ammoClipSize = weapon.GetWeaponSettingInt( eWeaponVar.ammo_clip_size )
+ int ammoPerShot = weapon.GetWeaponSettingInt( eWeaponVar.ammo_per_shot )
+ int ammoMinToFire = weapon.GetWeaponSettingInt( eWeaponVar.ammo_min_to_fire )
+
+ RuiSetFloat( rui, "minFireFrac", float ( ammoMinToFire ) / float ( ammoClipSize ) )
+ RuiSetInt( rui, "segments", ammoClipSize / ammoPerShot )
+
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CLIP_AMMO_FRACTION )
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+
+ RuiTrackFloat( rui, "useFrac", weapon, RUI_TRACK_STATUS_EFFECT_SEVERITY, eStatusEffect.simple_timer )
+
+ RuiSetFloat( rui, "refillRate", weapon.GetWeaponSettingFloat( eWeaponVar.regen_ammo_refill_rate ) )
+ break
+
+ case "shared_energy":
+ int curCost = weapon.GetWeaponCurrentEnergyCost() // 350
+
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+ RuiSetFloat( rui, "chargeMaxFrac", float( curCost ) )
+ RuiTrackFloat( rui, "chargeFrac", player, RUI_TRACK_PLAYER_SHARED_ENERGY )
+ break
+
+ case "shared_energy_drain":
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+ RuiSetFloat( rui, "minFireFrac", 0.0 )
+ RuiTrackFloat( rui, "chargeFrac", player, RUI_TRACK_PLAYER_SHARED_ENERGY )
+ RuiSetFloat( rui, "chargeMaxFrac", float( ION_ENERGY_MAX ) )
+ break
+
+ case "vortex_drain":
+ RuiSetBool( rui, "isReverseCharge", true )
+ RuiSetFloat( rui, "chargeFrac", 1.0 )
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+ RuiSetFloat( rui, "minFireFrac", 0.0 )
+
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CHARGE_FRACTION )
+ break
+
+ case "charged_shot":
+ RuiSetBool( rui, "isReverseCharge", true )
+ RuiSetFloat( rui, "chargeFrac", 1.0 )
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+ RuiSetFloat( rui, "minFireFrac", 0.2 )
+
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CHARGE_FRACTION )
+ break
+
+ case "chargeFrac":
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CHARGE_FRACTION )
+ break
+
+ case "smart":
+ RuiSetBool( rui, "isReverseCharge", true )
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CHARGE_FRACTION )
+ RuiSetFloat( rui, "readyFrac", 0.0 )
+ RuiTrackFloat( rui, "dryfireFrac", weapon, RUI_TRACK_WEAPON_DRYFIRE_FRACTION )
+ break
+
+ case "debug":
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CHARGE_FRACTION )
+ RuiTrackFloat( rui, "readyFrac", weapon, RUI_TRACK_WEAPON_READY_TO_FIRE_FRACTION )
+ //RuiTrackFloat( rui, "dryfireFrac", weapon, RUI_TRACK_WEAPON_DRYFIRE_FRACTION )
+ RuiTrackFloat( rui, "dryfireFrac", weapon, RUI_TRACK_WEAPON_SMART_AMMO_LOCK_FRACTION )
+ break
+
+ case "grapple":
+ int ammoClipSize = 100
+ float ammoMinToFire = weapon.GetWeaponSettingFloat( eWeaponVar.grapple_power_required )
+
+ RuiSetFloat( rui, "minFireFrac", ammoMinToFire / float ( ammoClipSize ) )
+ RuiSetInt( rui, "segments", int( ammoClipSize / ammoMinToFire ) )
+ RuiTrackFloat( rui, "chargeFrac", player, RUI_TRACK_PLAYER_GRAPPLE_POWER )
+ break
+
+ default:
+ float refillRate = weapon.GetWeaponSettingFloat( eWeaponVar.regen_ammo_refill_rate )
+
+ if ( refillRate > 0 )
+ {
+ //printt( "HUD: ", weapon.GetWeaponClassName(), "using", "refillRate" )
+ int ammoClipSize = weapon.GetWeaponSettingInt( eWeaponVar.ammo_clip_size )
+ int ammoPerShot = weapon.GetWeaponSettingInt( eWeaponVar.ammo_per_shot )
+ int ammoMinToFire = weapon.GetWeaponSettingInt( eWeaponVar.ammo_min_to_fire )
+
+ RuiSetFloat( rui, "minFireFrac", float ( ammoMinToFire ) / float ( ammoClipSize ) )
+ RuiSetInt( rui, "segments", ammoClipSize / ammoPerShot )
+
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CLIP_AMMO_FRACTION )
+ }
+ else
+ {
+ float chargeTime = weapon.GetWeaponSettingFloat( eWeaponVar.charge_time )
+ if ( chargeTime == 0 )
+ {
+ //printt( "HUD: ", weapon.GetWeaponClassName(), "using", "chargeTime == 0" )
+ float fireDuration = weapon.GetWeaponSettingFloat( eWeaponVar.fire_duration )
+ printt( weapon.GetWeaponClassName(), fireDuration )
+ RuiSetBool( rui, "isReverseCharge", true )
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_READY_TO_FIRE_FRACTION )
+ }
+ else
+ {
+ //printt( "HUD: ", weapon.GetWeaponClassName(), "using", "chargeTime" )
+ RuiTrackFloat( rui, "chargeFrac", weapon, RUI_TRACK_WEAPON_CHARGE_FRACTION )
+ }
+ }
+ break
+ }
+}
+
+void function ClWeaponStatus_SetOffhandVisible( int offhandIndex, bool newState )
+{
+ entity player = GetLocalClientPlayer()
+
+ var rui = GetRuiForIndex( player, offhandIndex )
+
+ file.slotVisible[offhandIndex] = newState
+ RuiSetBool( rui, "isVisible", newState )
+}
+
+var function GetRuiForIndex( entity player, int offhandIndex )
+{
+ var rui
+
+ if ( CheckCenterSlotOccupied(player) )
+ {
+ switch ( offhandIndex )
+ {
+ case OFFHAND_LEFT:
+ rui = file.ability_left_hud
+ break
+ case OFFHAND_TITAN_CENTER:
+ rui = file.ability_center_hud
+ break
+ case OFFHAND_RIGHT:
+ rui = file.ability_right_hud
+ break
+ case OFFHAND_INVENTORY:
+ rui = file.dpad_left_hud
+ break
+ }
+ }
+ else
+ {
+ switch ( offhandIndex )
+ {
+ case OFFHAND_LEFT:
+ rui = file.ability_left_hud
+ break
+ case OFFHAND_RIGHT:
+ rui = file.ability_center_hud
+ break
+ case OFFHAND_INVENTORY:
+ rui = file.dpad_left_hud
+ break
+ }
+ }
+
+ return rui
+}
+
+void function ClWeaponStatus_SetWeaponVisible( bool newState )
+{
+ RuiSetBool( file.ammo_counter, "isVisible", newState )
+ file.ammo_counter_visible = newState
+}
+
+bool function CheckCenterSlotOccupied( entity player )
+{
+ entity weapon = player.GetOffhandWeapon( OFFHAND_TITAN_CENTER )
+ return IsValid( weapon )
+} \ No newline at end of file