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|
//global function InitLobbyStartMenu
global function InitInGameMPMenu
global function InitInGameSPMenu
global function ServerCallback_UI_ObjectiveUpdated
global function ServerCallback_UI_UpdateMissionLog
global function SP_ResetObjectiveStringIndex
global function SCB_SetDoubleXPStatus
global function SCB_SetCompleteMeritState
global function SCB_SetEvacMeritState
global function SCB_SetMeritCount
global function SCB_SetScoreMeritState
global function SCB_SetWinMeritState
global function SCB_SetWeaponMeritCount
global function SCB_SetTitanMeritCount
const DATA_TABLE = $"datatable/sp_difficulty.rpak"
struct
{
var menuMP
var menuSP
var BtnTrackedChallengeBackground
var BtnTrackedChallengeTitle
array trackedChallengeButtons
var BtnLastCheckpoint
int objectiveStringIndex
bool SP_displayObjectiveOnClose
var settingsHeader
var faqButton
int titanHeaderIndex
var titanHeader
var titanSelectButton
var titanEditButton
ComboStruct &comboStruct
array<var> loadoutButtons
array<var> loadoutHeaders
} file
void function InitInGameMPMenu()
{
var menu = GetMenu( "InGameMPMenu" )
file.menuMP = menu
SP_ResetObjectiveStringIndex()
file.SP_displayObjectiveOnClose = true
AddMenuEventHandler( menu, eUIEvent.MENU_OPEN, OnInGameMPMenu_Open )
AddMenuEventHandler( menu, eUIEvent.MENU_CLOSE, OnInGameMPMenu_Close )
AddUICallback_OnLevelInit( OnInGameLevelInit )
ComboStruct comboStruct = ComboButtons_Create( menu )
int headerIndex = 0
int buttonIndex = 0
var pilotHeader = AddComboButtonHeader( comboStruct, headerIndex, "#MENU_HEADER_PILOT" )
file.loadoutHeaders.append( pilotHeader )
var pilotSelectButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#SELECT" )
Hud_AddEventHandler( pilotSelectButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "PilotLoadoutsMenu" ) ) )
file.loadoutButtons.append( pilotSelectButton )
var pilotEditButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#EDIT" )
Hud_AddEventHandler( pilotEditButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "EditPilotLoadoutsMenu" ) ) )
file.loadoutButtons.append( pilotEditButton )
headerIndex++
buttonIndex = 0
var titanHeader = AddComboButtonHeader( comboStruct, headerIndex, "#MENU_HEADER_TITAN" )
file.titanHeader = titanHeader
file.titanHeaderIndex = headerIndex
file.loadoutHeaders.append( titanHeader )
var titanSelectButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#SELECT" )
file.titanSelectButton = titanSelectButton
file.loadoutButtons.append( titanSelectButton )
Hud_AddEventHandler( titanSelectButton, UIE_CLICK, TitanSelectButtonHandler )
var titanEditButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#EDIT" )
Hud_AddEventHandler( titanEditButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "EditTitanLoadoutsMenu" ) ) )
file.titanEditButton = titanEditButton
file.loadoutButtons.append( titanEditButton )
headerIndex++
buttonIndex = 0
var gameHeader = AddComboButtonHeader( comboStruct, headerIndex, "#MENU_HEADER_GAME" )
var leaveButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#LEAVE_MATCH" )
Hud_AddEventHandler( leaveButton, UIE_CLICK, OnLeaveButton_Activate )
#if DEV
var devButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "Dev" )
Hud_AddEventHandler( devButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "DevMenu" ) ) )
#endif
headerIndex++
buttonIndex = 0
var dummyHeader = AddComboButtonHeader( comboStruct, headerIndex, "" )
var dummyButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "" )
Hud_SetVisible( dummyHeader, false )
Hud_SetVisible( dummyButton, false )
headerIndex++
buttonIndex = 0
file.settingsHeader = AddComboButtonHeader( comboStruct, headerIndex, "#MENU_HEADER_SETTINGS" )
var controlsButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#CONTROLS" )
Hud_AddEventHandler( controlsButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "ControlsMenu" ) ) )
#if CONSOLE_PROG
var avButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#AUDIO_VIDEO" )
Hud_AddEventHandler( avButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "AudioVideoMenu" ) ) )
#elseif PC_PROG
var videoButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#AUDIO" )
Hud_AddEventHandler( videoButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "AudioMenu" ) ) )
var soundButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#VIDEO" )
Hud_AddEventHandler( soundButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "VideoMenu" ) ) )
#endif
// MOD SETTINGS
var modSettingsButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "Mod Settings" )
Hud_AddEventHandler( modSettingsButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "ModSettings" ) ) )
// Nobody reads the FAQ so we replace it with ModSettings because of the limited combobutton space available
//file.faqButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#KNB_MENU_HEADER" )
//Hud_AddEventHandler( file.faqButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "KnowledgeBaseMenu" ) ) )
//var dataCenterButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#DATA_CENTER" )
//Hud_AddEventHandler( dataCenterButton, UIE_CLICK, OpenDataCenterDialog )
ComboButtons_Finalize( comboStruct )
file.comboStruct = comboStruct
AddMenuFooterOption( menu, BUTTON_A, "#A_BUTTON_SELECT" )
AddMenuFooterOption( menu, BUTTON_B, "#B_BUTTON_CLOSE", "#CLOSE" )
}
void function OnInGameMPMenu_Open()
{
Lobby_SetFDMode( GetCurrentPlaylistVarInt( "ingame_menu_fd_mode", 0 ) == 1 )
UI_SetPresentationType( ePresentationType.DEFAULT )
bool faqIsNew = !GetConVarBool( "menu_faq_viewed" ) || HaveNewPatchNotes() || HaveNewCommunityNotes()
RuiSetBool( Hud_GetRui( file.settingsHeader ), "isNew", faqIsNew )
//ComboButton_SetNew( file.faqButton, faqIsNew )
UpdateLoadoutButtons()
RefreshCreditsAvailable()
thread UpdateCachedNewItems()
}
void function OnInGameMPMenu_Close()
{
UI_SetPresentationType( ePresentationType.INACTIVE )
if ( IsConnected() && !IsLobby() && IsLevelMultiplayer( GetActiveLevel() ) )
{
//printt( "OnInGameMPMenu_Close() uiGlobal.updatePilotSpawnLoadout is:", uiGlobal.updatePilotSpawnLoadout )
//printt( "OnInGameMPMenu_Close() uiGlobal.updateTitanSpawnLoadout is:", uiGlobal.updateTitanSpawnLoadout )
string updatePilotSpawnLoadout = uiGlobal.updatePilotSpawnLoadout ? "1" : "0"
string updateTitanSpawnLoadout = uiGlobal.updateTitanSpawnLoadout ? "1" : "0"
ClientCommand( "InGameMPMenuClosed " + updatePilotSpawnLoadout + " " + updateTitanSpawnLoadout )
uiGlobal.updatePilotSpawnLoadout = false
uiGlobal.updateTitanSpawnLoadout = false
RunClientScript( "RefreshIntroLoadoutDisplay", GetLocalClientPlayer(), uiGlobal.pilotSpawnLoadoutIndex, uiGlobal.titanSpawnLoadoutIndex )
}
}
void function UpdateLoadoutButtons()
{
bool loadoutSelectionEnabled = (GetCurrentPlaylistVarInt( "loadout_selection_enabled", 1 ) == 1)
SetTitanSelectButtonVisibleState( true )
foreach ( button in file.loadoutButtons )
{
Hud_SetEnabled( button, loadoutSelectionEnabled )
}
foreach ( header in file.loadoutHeaders )
{
if ( loadoutSelectionEnabled )
Hud_Show( header )
else
Hud_Hide( header )
}
entity player = GetUIPlayer()
if ( GetAvailableTitanRefs( player ).len() > 1 )
{
SetComboButtonHeaderTitle( file.menuMP, file.titanHeaderIndex, "#MENU_HEADER_TITAN" )
ComboButton_SetText( file.titanSelectButton, "#SELECT" )
Hud_Show( file.titanEditButton )
}
else if ( GetAvailableTitanRefs( player ).len() == 1 )
{
TitanLoadoutDef loadout = GetCachedTitanLoadout( uiGlobal.titanSpawnLoadoutIndex )
SetComboButtonHeaderTitle( file.menuMP, file.titanHeaderIndex, GetTitanLoadoutName( loadout ) )
ComboButton_SetText( file.titanSelectButton, "#EDIT" )
Hud_Hide( file.titanEditButton )
ComboButtons_ResetColumnFocus( file.comboStruct )
}
else
{
SetTitanSelectButtonVisibleState( true )
}
}
//////////
//////////
void function InitInGameSPMenu()
{
var menu = GetMenu( "InGameSPMenu" )
file.menuSP = menu
AddMenuEventHandler( menu, eUIEvent.MENU_OPEN, OnOpenInGameSPMenu )
AddMenuEventHandler( menu, eUIEvent.MENU_CLOSE, OnCloseInGameSPMenu )
ComboStruct comboStruct = ComboButtons_Create( menu )
int headerIndex = 0
int buttonIndex = 0
// MISSION Menu
var missionHeader = AddComboButtonHeader( comboStruct, headerIndex, "#MENU_HEADER_MISSION" )
var resumeButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#RESUME_GAME_SHORT" )
Hud_AddEventHandler( resumeButton, UIE_CLICK, OnResumeGame_Activate )
var lastCheckpointButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#LAST_CHECKPOINT" )
Hud_AddEventHandler( lastCheckpointButton, UIE_CLICK, OnReloadCheckpoint_Activate )
file.BtnLastCheckpoint = lastCheckpointButton
var restartButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#RESTART_LEVEL_SHORT" )
Hud_AddEventHandler( restartButton, UIE_CLICK, OnRestartLevel_Activate )
// GAME Menu
// headerIndex++
// buttonIndex = 0
// var gameHeader = AddComboButtonHeader( comboStruct, headerIndex, "#MENU_HEADER_GAME" )
// var difficultyButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#CHANGE_DIFFICULTY" )
// Hud_AddEventHandler( difficultyButton, UIE_CLICK, OnChangeDifficulty_Activate )
// var leaveButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#QUIT" )
// Hud_AddEventHandler( leaveButton, UIE_CLICK, OnLeaveButton_Activate )
// SETTINGS Menu
headerIndex++
buttonIndex = 0
var settingsHeader = AddComboButtonHeader( comboStruct, headerIndex, "#MENU_HEADER_SETTINGS" )
var controlsButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#CONTROLS" )
Hud_AddEventHandler( controlsButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "ControlsMenu" ) ) )
#if CONSOLE_PROG
var avButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#AUDIO_VIDEO" )
Hud_AddEventHandler( avButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "AudioVideoMenu" ) ) )
#elseif PC_PROG
var audioButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#AUDIO" )
Hud_AddEventHandler( audioButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "AudioMenu" ) ) )
var videoButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "#VIDEO" )
Hud_AddEventHandler( videoButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "VideoMenu" ) ) )
#endif
// MOD SETTINGS
var modSettingsButton = AddComboButton( comboStruct, headerIndex, buttonIndex++, "Mod Settings" )
Hud_AddEventHandler( modSettingsButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "ModSettings" ) ) )
array<var> orderedButtons
var changeDifficultyBtn = Hud_GetChild( menu, "BtnChangeDifficulty" )
AddButtonEventHandler( changeDifficultyBtn, UIE_CLICK, OnChangeDifficulty_Activate )
Hud_Show( changeDifficultyBtn )
orderedButtons.append( changeDifficultyBtn )
var quitBtn = Hud_GetChild( menu, "BtnQuit" )
SetButtonRuiText( quitBtn, "#QUIT" )
AddButtonEventHandler( quitBtn, UIE_CLICK, OnLeaveButton_Activate )
Hud_Show( quitBtn )
orderedButtons.append( quitBtn )
// DEV button
var devButton = Hud_GetChild( menu, "BtnDev" )
#if DEV
SetButtonRuiText( devButton, "--- Dev" )
AddButtonEventHandler( devButton, UIE_CLICK, AdvanceMenuEventHandler( GetMenu( "DevMenu" ) ) )
Hud_Show( devButton )
orderedButtons.append( devButton )
comboStruct.navUpButton = devButton
#else
Hud_Hide( devButton )
comboStruct.navUpButton = quitBtn
#endif // DEV
SetNavUpDown( orderedButtons )
comboStruct.navDownButton = changeDifficultyBtn
ComboButtons_Finalize( comboStruct )
AddMenuFooterOption( menu, BUTTON_A, "#A_BUTTON_SELECT" )
AddMenuFooterOption( menu, BUTTON_B, "#B_BUTTON_CLOSE", "#CLOSE" )
}
void function OnOpenInGameSPMenu()
{
var collectiblesFoundDesc = Hud_GetChild( file.menuSP, "CollectiblesFoundDesc" )
var missionLogDesc = Hud_GetChild( file.menuSP, "MissionLogDesc" )
var changeDifficultyBtn = Hud_GetChild( file.menuSP, "BtnChangeDifficulty" )
Hud_SetEnabled( file.BtnLastCheckpoint, HasValidSaveGame() )
int currentDifficulty = GetConVarInt( "sp_difficulty" )
string newDifficultyString
switch ( currentDifficulty )
{
case 0:
newDifficultyString = "#CHANGE_DIFFICULTY_EASY"
break
case 1:
newDifficultyString = "#CHANGE_DIFFICULTY_REGULAR"
break
case 2:
newDifficultyString = "#CHANGE_DIFFICULTY_HARD"
break
case 3:
newDifficultyString = "#CHANGE_DIFFICULTY_MASTER"
break
default:
Assert( 0, "Unknown difficulty " + currentDifficulty )
break
}
SetButtonRuiText( changeDifficultyBtn, newDifficultyString )
string activeLevelName = GetActiveLevel()
if ( activeLevelName != "" )
{
var dataTable = GetDataTable( $"datatable/sp_levels_data.rpak" )
// Make sure this level actually has data to display.
bool levelHasData = false
int numRows = GetDatatableRowCount( dataTable )
for ( int i = 0; i < numRows; i++ )
{
string levelName = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "level" ) )
if ( activeLevelName == levelName )
{
levelHasData = true
break
}
}
if ( levelHasData )
{
// Mission Log
int row = GetDataTableRowMatchingStringValue( dataTable, GetDataTableColumnByName( dataTable, "level" ), activeLevelName )
string missionLog = GetDataTableString( dataTable, row, GetDataTableColumnByName( dataTable, "missionLog" ) )
if ( uiGlobal.sp_showAlternateMissionLog )
{
string alternateMissionLog = GetDataTableString( dataTable, row, GetDataTableColumnByName( dataTable, "alternateMissionLog" ) )
missionLog = alternateMissionLog
}
Hud_SetText( missionLogDesc, missionLog )
// Collectibles
int foundLions = GetCollectiblesFoundForLevel( activeLevelName )
int maxLions = GetMaxLionsInLevel( activeLevelName )
Hud_SetText( collectiblesFoundDesc, "#MENU_SP_COLLECTIBLE_DESC", foundLions, maxLions )
}
else
{
Hud_SetText( missionLogDesc, "#MENU_SP_OBJECTIVES_NO_ENTRY" )
Hud_SetText( collectiblesFoundDesc, "#MENU_SP_COLLECTIBLE_DESC", 0, 0 )
}
// Make sure trial mode doesn't reveal any spoilers!
if ( Script_IsRunningTrialVersion() )
Hud_SetText( missionLogDesc, "#MENU_SP_OBJECTIVES_NO_ENTRY" )
}
SPMenu_UpdateReloadCheckpointButton()
}
void function OnCloseInGameSPMenu()
{
if ( file.SP_displayObjectiveOnClose )
ClientCommand( "ShowObjective closedSPMenu" )
}
void function SPMenu_UpdateReloadCheckpointButton()
{
if ( level.ui.playerRunningGauntlet )
ComboButton_SetText( file.BtnLastCheckpoint, "#GAUNTLET_RESTART" )
else
ComboButton_SetText( file.BtnLastCheckpoint, "#LAST_CHECKPOINT" )
}
void function MobilityDifficultyButton_Activate( var button )
{
OpenMobilityDifficultyMenu()
}
void function OnLeaveButton_Activate( var button )
{
file.SP_displayObjectiveOnClose = false
LeaveDialog()
}
void function OnRestartLevel_Activate( var button )
{
ShowAreYouSureDialog( "#MENU_RESTART_MISSION_CONFIRM", RestartMission, "#WARNING_LOSE_PROGRESS" )
}
void function OnChangeDifficulty_Activate( var button )
{
SPDifficultyButton_Click( button )
}
void function OnResumeGame_Activate( var button )
{
CloseActiveMenu()
}
void function OnReloadCheckpoint_Activate( var button )
{
if ( level.ui.playerRunningGauntlet )
{
CloseActiveMenu()
ClientCommand( "Gauntlet_PlayerRestartedFromMenu" )
}
else
{
ShowAreYouSureDialog( "#MENU_RESTART_CHECKPOINT_CONFIRM", ReloadLastCheckpoint, "#EMPTY_STRING" )
}
}
void function ShowAreYouSureDialog( string header, void functionref() func, string details )
{
DialogData dialogData
dialogData.header = header
dialogData.message = details
AddDialogButton( dialogData, "#NO" )
AddDialogButton( dialogData, "#YES", func )
AddDialogFooter( dialogData, "#A_BUTTON_SELECT" )
AddDialogFooter( dialogData, "#B_BUTTON_BACK" )
OpenDialog( dialogData )
}
void function RestartMission()
{
file.SP_displayObjectiveOnClose = false
ClientCommand( "RestartMission" )
}
void function ReloadLastCheckpoint()
{
file.SP_displayObjectiveOnClose = false
printt( "SAVEGAME: Trying to load saveName" )
if ( HasValidSaveGame() )
{
printt( "SAVEGAME: Trying to load checkpoint from menu_ingame" )
SaveGame_LoadWithStartPointFallback()
return
}
ClientCommand( "RestartFromLevelTransition" )
}
void function SP_ResetObjectiveStringIndex()
{
file.objectiveStringIndex = -1
}
void function ServerCallback_UI_ObjectiveUpdated( int stringIndex )
{
file.objectiveStringIndex = stringIndex
}
void function ServerCallback_UI_UpdateMissionLog( bool showAltLog )
{
uiGlobal.sp_showAlternateMissionLog = showAltLog
}
void function SPDifficultyButton_Click( var button )
{
DialogData dialogData
dialogData.header = "#SP_DIFFICULTY_MISSION_SELECT_TITLE"
int currentDifficulty = GetConVarInt( "sp_difficulty" )
dialogData.coloredButton[ currentDifficulty ] <- true
if ( currentDifficulty == DIFFICULTY_EASY )
AddDialogButton( dialogData, "#SP_DIFFICULTY_EASY_TITLE", SPPickEasy, "#SP_DIFFICULTY_EASY_DESCRIPTION", true )
else
AddDialogButton( dialogData, "#SP_DIFFICULTY_EASY_TITLE", SPPickEasy, "#SP_DIFFICULTY_EASY_DESCRIPTION", false )
if ( currentDifficulty == DIFFICULTY_NORMAL )
AddDialogButton( dialogData, "#SP_DIFFICULTY_NORMAL_TITLE", SPPickNormal, "#SP_DIFFICULTY_NORMAL_DESCRIPTION", true )
else
AddDialogButton( dialogData, "#SP_DIFFICULTY_NORMAL_TITLE", SPPickNormal, "#SP_DIFFICULTY_NORMAL_DESCRIPTION", false )
if ( currentDifficulty == DIFFICULTY_HARD )
AddDialogButton( dialogData, "#SP_DIFFICULTY_HARD_TITLE", SPPickHard, "#SP_DIFFICULTY_HARD_DESCRIPTION", true )
else
AddDialogButton( dialogData, "#SP_DIFFICULTY_HARD_TITLE", SPPickHard, "#SP_DIFFICULTY_HARD_DESCRIPTION", false )
if ( currentDifficulty == DIFFICULTY_MASTER )
AddDialogButton( dialogData, "#SP_DIFFICULTY_MASTER_TITLE", SPPickMaster, "#SP_DIFFICULTY_MASTER_DESCRIPTION", true )
else
AddDialogButton( dialogData, "#SP_DIFFICULTY_MASTER_TITLE", SPPickMaster, "#SP_DIFFICULTY_MASTER_DESCRIPTION", false )
AddDialogFooter( dialogData, "#A_BUTTON_SELECT" )
AddDialogFooter( dialogData, "#B_BUTTON_BACK" )
AddDialogPCBackButton( dialogData )
OpenDialog( dialogData )
}
void function SPPickEasy()
{
RequestSPDifficultyChange( DIFFICULTY_EASY )
CloseAllMenus()
}
void function SPPickNormal()
{
RequestSPDifficultyChange( DIFFICULTY_NORMAL )
CloseAllMenus()
}
void function SPPickHard()
{
RequestSPDifficultyChange( DIFFICULTY_HARD )
CloseAllMenus()
}
void function SPPickMaster()
{
RequestSPDifficultyChange( DIFFICULTY_MASTER )
CloseAllMenus()
}
void function RequestSPDifficultyChange( int selectedDifficulty )
{
var dataTable = GetDataTable( DATA_TABLE )
int difficulty = GetDataTableInt( dataTable, selectedDifficulty, GetDataTableColumnByName( dataTable, "index" ) )
ClientCommand( "ClientCommand_RequestSPDifficultyChange " + difficulty )
}
void function SCB_SetDoubleXPStatus( int status )
{
var doubleXPWidget = Hud_GetChild( file.menuMP, "DoubleXP" )
RuiSetInt( Hud_GetRui( doubleXPWidget ), "doubleXPStatus", status )
// update this menu too
TTSUpdateDoubleXPStatus( status )
}
void function OnInGameLevelInit()
{
var doubleXPWidget = Hud_GetChild( file.menuMP, "DoubleXP" )
var rui = Hud_GetRui( doubleXPWidget )
RuiSetInt( rui, "doubleXPStatus", 0 )
RuiSetBool( rui, "isVisible", false )
string gameModeScoreHint = expect string( GetCurrentPlaylistVar( "gamemode_score_hint" ) )
if ( gameModeScoreHint != "" )
{
RuiSetString( rui, "scoreMeritText", Localize( gameModeScoreHint ) )
RuiSetInt( rui, "matchScoreMerit", MERIT_STATE_AVAILABLE )
}
else
{
RuiSetString( rui, "scoreMeritText", "" )
RuiSetInt( rui, "matchScoreMerit", MERIT_STATE_HIDDEN )
}
Hud_SetVisible( doubleXPWidget, !IsPrivateMatch() )
}
/*
int matchScoreMerit = MERIT_STATE_AVAILABLE
int matchCompleteMerit = MERIT_STATE_AVAILABLE
int matchWinMerit = MERIT_STATE_AVAILABLE
int matchEvacMerit = MERIT_STATE_HIDDEN
int happyHourMerits = MERIT_STATE_HIDDEN
int meritCount = 0
*/
void function SCB_SetScoreMeritState( int meritState )
{
var doubleXPWidget = Hud_GetChild( file.menuMP, "DoubleXP" )
var rui = Hud_GetRui( doubleXPWidget )
RuiSetInt( rui, "matchScoreMerit", meritState )
}
void function SCB_SetCompleteMeritState( int meritState )
{
var doubleXPWidget = Hud_GetChild( file.menuMP, "DoubleXP" )
var rui = Hud_GetRui( doubleXPWidget )
RuiSetInt( rui, "matchCompleteMerit", meritState )
}
void function SCB_SetWinMeritState( int meritState )
{
var doubleXPWidget = Hud_GetChild( file.menuMP, "DoubleXP" )
var rui = Hud_GetRui( doubleXPWidget )
RuiSetInt( rui, "matchWinMerit", meritState )
}
void function SCB_SetEvacMeritState( int meritState )
{
var doubleXPWidget = Hud_GetChild( file.menuMP, "DoubleXP" )
var rui = Hud_GetRui( doubleXPWidget )
RuiSetInt( rui, "matchEvacMerit", meritState )
}
void function SCB_SetMeritCount( int meritCount )
{
var doubleXPWidget = Hud_GetChild( file.menuMP, "DoubleXP" )
var rui = Hud_GetRui( doubleXPWidget )
RuiSetInt( rui, "meritCount", meritCount )
}
void function SCB_SetWeaponMeritCount( int meritCount )
{
var doubleXPWidget = Hud_GetChild( file.menuMP, "DoubleXP" )
var rui = Hud_GetRui( doubleXPWidget )
RuiSetInt( rui, "weaponMeritCount", meritCount )
}
void function SCB_SetTitanMeritCount( int meritCount )
{
var doubleXPWidget = Hud_GetChild( file.menuMP, "DoubleXP" )
var rui = Hud_GetRui( doubleXPWidget )
RuiSetInt( rui, "titanMeritCount", meritCount )
}
void function TitanSelectButtonHandler( var button )
{
if ( !IsFullyConnected() )
return
entity player = GetUIPlayer()
if ( GetAvailableTitanRefs( player ).len() > 1 )
{
AdvanceMenu( GetMenu( "TitanLoadoutsMenu" ) )
}
else if ( GetAvailableTitanRefs( player ).len() == 1 )
{
uiGlobal.updateTitanSpawnLoadout = false
SetEditLoadout( "titan", uiGlobal.titanSpawnLoadoutIndex )
RunMenuClientFunction( "SetEditingTitanLoadoutIndex", uiGlobal.titanSpawnLoadoutIndex )
AdvanceMenu( GetMenu( "EditTitanLoadoutMenu" ) )
}
else
{
// HIDE
}
}
void function SetTitanSelectButtonVisibleState( bool state )
{
if ( state )
{
Hud_Show( file.titanHeader )
Hud_Show( file.titanEditButton )
Hud_Show( file.titanSelectButton )
}
else
{
ComboButtons_ResetColumnFocus( file.comboStruct )
Hud_Hide( file.titanHeader )
Hud_Hide( file.titanEditButton )
Hud_Hide( file.titanSelectButton )
}
}
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