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global function AddNorthstarModMenu
global function AddNorthstarModMenu_MainMenuFooter
global function ReloadMods
struct {
bool shouldReloadModsOnEnd
} file
void function AddNorthstarModMenu()
{
AddMenu( "ModListMenu", $"resource/ui/menus/modlist.menu", InitModMenu )
}
void function AddNorthstarModMenu_MainMenuFooter()
{
AddMenuFooterOption( GetMenu( "MainMenu" ), BUTTON_Y, "#Y_MENU_TITLE_MODS", "#MENU_TITLE_MODS", AdvanceToModListMenu )
}
void function AdvanceToModListMenu( var button )
{
AdvanceMenu( GetMenu( "ModListMenu" ) )
}
void function InitModMenu()
{
var menu = GetMenu( "ModListMenu" )
AddMenuEventHandler( menu, eUIEvent.MENU_OPEN, OnModMenuOpened )
AddMenuEventHandler( menu, eUIEvent.MENU_CLOSE, OnModMenuClosed )
AddMenuFooterOption( menu, BUTTON_B, "#B_BUTTON_BACK", "#BACK" )
AddMenuFooterOption( menu, BUTTON_Y, "#Y_RELOAD_MODS", "#RELOAD_MODS", OnReloadModsButtonPressed )
AddMenuFooterOption( menu, BUTTON_BACK, "#BACK_AUTHENTICATION_AGREEMENT", "#AUTHENTICATION_AGREEMENT", OnAuthenticationAgreementButtonPressed )
foreach ( var button in GetElementsByClassname( GetMenu( "ModListMenu" ), "ModButton" ) )
{
AddButtonEventHandler( button, UIE_GET_FOCUS, OnModMenuButtonFocused )
AddButtonEventHandler( button, UIE_CLICK, OnModMenuButtonPressed )
}
}
void function OnModMenuOpened()
{
file.shouldReloadModsOnEnd = false
Hud_SetText( Hud_GetChild( GetMenu( "ModListMenu" ), "Title" ), "#MENU_TITLE_MODS" )
array<var> buttons = GetElementsByClassname( GetMenu( "ModListMenu" ), "ModButton" )
// disable all buttons, we'll enable the ones we need later
foreach ( var button in buttons )
{
Hud_SetEnabled( button, false )
Hud_SetVisible( button, false )
}
array<string> modNames = NSGetModNames()
for ( int i = 0; i < modNames.len() && i < buttons.len(); i++ )
{
Hud_SetEnabled( buttons[ i ], true )
Hud_SetVisible( buttons[ i ], true )
SetModMenuNameText( buttons[ i ] )
}
}
void function OnModMenuClosed()
{
if ( file.shouldReloadModsOnEnd )
ReloadMods()
}
void function SetModMenuNameText( var button )
{
string modName = NSGetModNames()[ int ( Hud_GetScriptID( button ) ) ]
// should be localisation at some point
if ( NSIsModEnabled( modName ) )
SetButtonRuiText( button, modName + " v" + NSGetModVersionByModName( modName ) )
else
SetButtonRuiText( button, modName + " (DISABLED)" )
}
void function OnModMenuButtonPressed( var button )
{
string modName = NSGetModNames()[ int ( Hud_GetScriptID( button ) ) ]
NSSetModEnabled( modName, !NSIsModEnabled( modName ) )
SetModMenuNameText( button )
file.shouldReloadModsOnEnd = true
}
void function OnModMenuButtonFocused( var button )
{
string modName = NSGetModNames()[ int ( Hud_GetScriptID( button ) ) ]
var rui = Hud_GetRui( Hud_GetChild( GetMenu( "ModListMenu" ), "LabelDetails" ) )
RuiSetGameTime( rui, "startTime", -99999.99 ) // make sure it skips the whole animation for showing this
RuiSetString( rui, "headerText", modName )
RuiSetString( rui, "messageText", FormatModDescription( modName ) )
}
string function FormatModDescription( string modName )
{
string ret
// version
ret += format( "Version %s\n", NSGetModVersionByModName( modName ) )
// download link
string modLink = NSGetModDownloadLinkByModName( modName )
if ( modLink.len() != 0 )
ret += format( "Download link: \"%s\"\n", modLink )
// load priority
ret += format( "Load Priority: %i\n", NSGetModLoadPriority( modName ) )
// todo: add ClientRequired here
// convars
array<string> modCvars = NSGetModConvarsByModName( modName )
if ( modCvars.len() != 0 )
{
ret += "ConVars: "
for ( int i = 0; i < modCvars.len(); i++ )
{
if ( i != modCvars.len() - 1 )
ret += format( "\"%s\", ", modCvars[ i ] )
else
ret += format( "\"%s\"", modCvars[ i ] )
}
ret += "\n"
}
// description
ret += format( "\n%s\n", NSGetModDescriptionByModName( modName ) )
return ret
}
void function OnReloadModsButtonPressed( var button )
{
ReloadMods()
}
void function ReloadMods()
{
NSReloadMods()
ClientCommand( "reload_localization" )
ClientCommand( "loadPlaylists" )
bool svCheatsOriginal = GetConVarBool( "sv_cheats" )
SetConVarBool( "sv_cheats", true )
ClientCommand( "weapon_reparse" ) // weapon_reparse only works if a server is running and sv_cheats is 1, gotta figure this out eventually
SetConVarBool( "sv_cheats", svCheatsOriginal )
// note: the logic for this seems really odd, unsure why it doesn't seem to update, since the same code seems to get run irregardless of whether we've read weapon data before
ClientCommand( "uiscript_reset" )
}
void function OnAuthenticationAgreementButtonPressed( var button )
{
NorthstarMasterServerAuthDialog()
}
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