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-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