diff options
Diffstat (limited to 'Northstar.Client/mod/scripts/vscripts/client/rui')
-rw-r--r-- | Northstar.Client/mod/scripts/vscripts/client/rui/cl_weapon_status.gnut | 860 |
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 ) +}
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