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global function InitModesMenu
struct {
int currentModePage
} file
const int MODES_PER_PAGE = 15
void function InitModesMenu()
{
var menu = GetMenu( "ModesMenu" )
AddMenuEventHandler( menu, eUIEvent.MENU_OPEN, OnOpenModesMenu )
AddEventHandlerToButtonClass( menu, "ModeButton", UIE_GET_FOCUS, ModeButton_GetFocus )
AddEventHandlerToButtonClass( menu, "ModeButton", UIE_CLICK, ModeButton_Click )
AddMenuFooterOption( menu, BUTTON_A, "#A_BUTTON_SELECT" )
AddMenuFooterOption( menu, BUTTON_B, "#B_BUTTON_BACK", "#BACK" )
AddMenuFooterOption( menu, BUTTON_SHOULDER_LEFT, "#PRIVATE_MATCH_PAGE_PREV", "#PRIVATE_MATCH_PAGE_PREV", CycleModesBack, IsNorthstarServer )
AddMenuFooterOption( menu, BUTTON_SHOULDER_RIGHT, "#PRIVATE_MATCH_PAGE_NEXT", "#PRIVATE_MATCH_PAGE_NEXT", CycleModesForward, IsNorthstarServer )
}
void function OnOpenModesMenu()
{
UpdateVisibleModes()
if ( level.ui.privatematch_mode == 0 ) // set to the first mode if there's no mode focused
Hud_SetFocused( GetElementsByClassname( GetMenu( "ModesMenu" ), "ModeButton" )[ 0 ] )
}
void function UpdateVisibleModes()
{
// ensures that we only ever show enough buttons for the number of modes we have
array<var> buttons = GetElementsByClassname( GetMenu( "ModesMenu" ), "ModeButton" )
foreach ( var button in buttons )
{
Hud_SetEnabled( button, false )
Hud_SetVisible( button, false )
}
array<string> modesArray = GetPrivateMatchModes()
for ( int i = 0; i < MODES_PER_PAGE; i++ )
{
if ( i + ( file.currentModePage * MODES_PER_PAGE ) >= modesArray.len() )
break
int modeIndex = i + ( file.currentModePage * MODES_PER_PAGE )
SetButtonRuiText( buttons[ i ], GetGameModeDisplayName( modesArray[ modeIndex ] ) )
Hud_SetEnabled( buttons[ i ], true )
Hud_SetVisible( buttons[ i ], true )
if ( !ModeSettings_RequiresAI( modesArray[ modeIndex ] ) || modesArray[ modeIndex ] == "aitdm" )
Hud_SetLocked( buttons[ i ], false )
else if( IsFDMode( modesArray[ i ] ) )
Hud_SetLocked( buttons[ i ], false )
else
Hud_SetLocked( buttons[ i ], true )
if ( !PrivateMatch_IsValidMapModeCombo( PrivateMatch_GetSelectedMap(), modesArray[ modeIndex ] ) && !IsNorthstarServer() )
{
Hud_SetLocked( buttons[ i ], true )
SetButtonRuiText( buttons[ i ], Localize( "#PRIVATE_MATCH_UNAVAILABLE", Localize( GetGameModeDisplayName( modesArray[ modeIndex ] ) ) ) )
}
}
}
void function ModeButton_GetFocus( var button )
{
int modeId = int( Hud_GetScriptID( button ) ) + ( file.currentModePage * MODES_PER_PAGE )
var menu = GetMenu( "ModesMenu" )
var nextModeImage = Hud_GetChild( menu, "NextModeImage" )
var nextModeIcon = Hud_GetChild( menu, "ModeIconImage" )
var nextModeName = Hud_GetChild( menu, "NextModeName" )
var nextModeDesc = Hud_GetChild( menu, "NextModeDesc" )
array<string> modesArray = GetPrivateMatchModes()
if ( modeId > modesArray.len() )
return
string modeName = modesArray[modeId]
asset playlistImage = GetPlaylistImage( modeName )
RuiSetImage( Hud_GetRui( nextModeImage ), "basicImage", playlistImage )
RuiSetImage( Hud_GetRui( nextModeIcon ), "basicImage", GetPlaylistThumbnailImage( modeName ) )
Hud_SetText( nextModeName, GetGameModeDisplayName( modeName ) )
string mapName = PrivateMatch_GetSelectedMap()
bool mapSupportsMode = PrivateMatch_IsValidMapModeCombo( mapName, modeName )
if ( !mapSupportsMode && !IsNorthstarServer() )
Hud_SetText( nextModeDesc, Localize( "#PRIVATE_MATCH_MODE_NO_MAP_SUPPORT", Localize( GetGameModeDisplayName( modeName ) ), Localize( GetMapDisplayName( mapName ) ) ) )
else if ( IsFDMode( modeName ) ) // HACK!
Hud_SetText( nextModeDesc, Localize( "#FD_PLAYERS_DESC", Localize( GetGameModeDisplayHint( modeName ) ) ) )
else
Hud_SetText( nextModeDesc, GetGameModeDisplayHint( modeName ) )
}
void function ModeButton_Click( var button )
{
// this never activates on custom servers, but keeping it for parity with official
if ( !AmIPartyLeader() && GetPartySize() > 1 )
return
if ( Hud_IsLocked( button ) )
return
int modeID = int( Hud_GetScriptID( button ) ) + ( file.currentModePage * MODES_PER_PAGE )
array<string> modesArray = GetPrivateMatchModes()
string modeName = modesArray[ modeID ]
// on modded servers set us to the first map for that mode automatically
// need this for coliseum mainly which is literally impossible to select without this
if ( IsNorthstarServer() && !PrivateMatch_IsValidMapModeCombo( PrivateMatch_GetSelectedMap(), modesArray[ modeID ] ) )
ClientCommand( "SetCustomMap " + GetPrivateMatchMapsForMode( modeName )[ 0 ] )
// set it
ClientCommand( "PrivateMatchSetMode " + modeName )
CloseActiveMenu()
}
void function CycleModesBack( var button )
{
if ( file.currentModePage == 0 )
return
file.currentModePage--
UpdateVisibleModes()
}
void function CycleModesForward( var button )
{
if ( ( file.currentModePage + 1 ) * MODES_PER_PAGE >= GetPrivateMatchModes().len() )
return
file.currentModePage++
UpdateVisibleModes()
}
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