mirror of
https://github.com/ChocoTaco1/TacoServer.git
synced 2026-01-19 16:14:44 +00:00
1172 lines
40 KiB
C#
1172 lines
40 KiB
C#
//------------------------------------------------------------------------------
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function setUpFavPrefs()
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{
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if($pref::FavCurrentSelect $= "")
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$pref::FavCurrentSelect = 0;
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for(%i = 0; %i < 10; %i++)
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{
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if($pref::FavNames[%i] $= "")
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$pref::FavNames[%i] = "Favorite " @ %i + 1;
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if($pref::Favorite[%i] $= "")
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$pref::Favorite[%i] = "armor\tLight Armor";
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}
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if($pref::FavCurrentList $= "")
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$pref::FavCurrentList = 0;
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}
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$FavCurrent = 0;
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setUpFavPrefs();
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$InvArmor[0] = "Scout";
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$InvArmor[1] = "Assault";
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$InvArmor[2] = "Juggernaut";
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$NameToInv["Scout"] = "Light";
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$NameToInv["Assault"] = "Medium";
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$NameToInv["Juggernaut"] = "Heavy";
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$InvWeapon[0] = "Blaster";
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$InvWeapon[1] = "Plasma Rifle";
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$InvWeapon[2] = "Chaingun";
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$InvWeapon[3] = "Spinfusor";
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$InvWeapon[4] = "Grenade Launcher";
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$InvWeapon[5] = "Laser Rifle";
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$InvWeapon[6] = "ELF Projector";
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$InvWeapon[7] = "Fusion Mortar";
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$InvWeapon[8] = "Missile Launcher";
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$InvWeapon[9] = "Shocklance";
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//$InvWeapon[10] = "Targeting Laser";
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// -------------------------------------
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// z0dd - ZOD, 9/12/02. TR2 need
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$InvWeapon[10] = "TR2 Spinfusor";
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$InvWeapon[11] = "TR2 Grenade Launcher";
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$InvWeapon[12] = "TR2 Chaingun";
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$InvWeapon[13] = "TR2 Shocklance";
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$InvWeapon[14] = "TR2 Mortar";
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// -------------------------------------
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$NameToInv["Blaster"] = "Blaster";
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$NameToInv["Plasma Rifle"] = "Plasma";
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$NameToInv["Chaingun"] = "Chaingun";
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$NameToInv["Spinfusor"] = "Disc";
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$NameToInv["Grenade Launcher"] = "GrenadeLauncher";
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$NameToInv["Laser Rifle"] = "SniperRifle";
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$NameToInv["ELF Projector"] = "ELFGun";
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$NameToInv["Fusion Mortar"] = "Mortar";
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$NameToInv["Missile Launcher"] = "MissileLauncher";
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$NameToInv["Shocklance"] = "ShockLance";
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//$NameToInv["Targeting Laser"] = "TargetingLaser";
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// -------------------------------------------------------
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// z0dd - ZOD, 9/12/02. TR2 need
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$NameToInv["TR2 Spinfusor"] = "TR2Disc";
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$NameToInv["TR2 Grenade Launcher"] = "TR2GrenadeLauncher";
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$NameToInv["TR2 Chaingun"] = "TR2Chaingun";
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$NameToInv["TR2 Energy Pack"] = "TR2EnergyPack";
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$NameToInv["TR2 Shocklance"] = "TR2Shocklance";
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$NameToInv["TR2 Mortar"] = "TR2Mortar";
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// -------------------------------------------------------
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$InvPack[0] = "Energy Pack";
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$InvPack[1] = "Repair Pack";
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$InvPack[2] = "Shield Pack";
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$InvPack[3] = "Cloak Pack";
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$InvPack[4] = "Sensor Jammer Pack";
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$InvPack[5] = "Ammunition Pack";
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$InvPack[6] = "Satchel Charge";
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$InvPack[7] = "Motion Sensor Pack";
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$InvPack[8] = "Pulse Sensor Pack";
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$InvPack[9] = "Inventory Station";
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$InvPack[10] = "Landspike Turret";
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$InvPack[11] = "Spider Clamp Turret";
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$InvPack[12] = "ELF Turret Barrel";
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$InvPack[13] = "Mortar Turret Barrel";
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$InvPack[14] = "Plasma Turret Barrel";
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$InvPack[15] = "AA Turret Barrel";
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$InvPack[16] = "Missile Turret Barrel";
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$InvPack[17] = "TR2 Energy Pack"; // z0dd - ZOD, 9/12/02. TR2 need
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// non-team mission pack choices (DM, Hunters, Rabbit)
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// z0dd - ZOD, 7/16/03. These are not used for anything, remove, save some bytes of ram
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//$NTInvPack[0] = "Energy Pack";
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//$NTInvPack[1] = "Repair Pack";
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//$NTInvPack[2] = "Shield Pack";
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//$NTInvPack[3] = "Cloak Pack";
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//$NTInvPack[4] = "Sensor Jammer Pack";
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//$NTInvPack[5] = "Ammunition Pack";
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//$NTInvPack[6] = "Satchel Charge";
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//$NTInvPack[7] = "Motion Sensor Pack";
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//$NTInvPack[8] = "Pulse Sensor Pack";
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//$NTInvPack[9] = "Inventory Station";
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//$NTInvPack[10] = "TR2 Energy Pack"; // z0dd - ZOD, 9/12/02. TR2 need
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$NameToInv["Energy Pack"] = "EnergyPack";
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$NameToInv["Repair Pack"] = "RepairPack";
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$NameToInv["Shield Pack"] = "ShieldPack";
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$NameToInv["Cloak Pack"] = "CloakingPack";
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$NameToInv["Sensor Jammer Pack"] = "SensorJammerPack";
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$NameToInv["Ammunition Pack"] = "AmmoPack";
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$NameToInv["Satchel Charge"] = "SatchelCharge";
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$NameToInv["Motion Sensor Pack"] = "MotionSensorDeployable";
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$NameToInv["Pulse Sensor Pack"] = "PulseSensorDeployable";
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$NameToInv["Inventory Station"] = "InventoryDeployable";
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$NameToInv["Landspike Turret"] = "TurretOutdoorDeployable";
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$NameToInv["Spider Clamp Turret"] = "TurretIndoorDeployable";
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$NameToInv["ELF Turret Barrel"] = "ELFBarrelPack";
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$NameToInv["Mortar Turret Barrel"] = "MortarBarrelPack";
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$NameToInv["Plasma Turret Barrel"] = "PlasmaBarrelPack";
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$NameToInv["AA Turret Barrel"] = "AABarrelPack";
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$NameToInv["Missile Turret Barrel"] = "MissileBarrelPack";
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$InvGrenade[0] = "Grenade";
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$InvGrenade[1] = "Whiteout Grenade";
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$InvGrenade[2] = "Concussion Grenade";
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$InvGrenade[3] = "Flare Grenade";
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$InvGrenade[4] = "Deployable Camera";
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$InvGrenade[5] = "TR2Grenade"; // z0dd - ZOD, 9/12/02. TR2 need
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$NameToInv["Grenade"] = "Grenade";
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$NameToInv["Whiteout Grenade"] = "FlashGrenade";
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$NameToInv["Concussion Grenade"] = "ConcussionGrenade";
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$NameToInv["Flare Grenade"] = "FlareGrenade";
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$NameToInv["Deployable Camera"] = "CameraGrenade";
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$NameToInv["TR2Grenade"] = "TR2Grenade"; // z0dd - ZOD, 9/12/02. TR2 need
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$InvMine[0] = "Mine";
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$NameToInv["Mine"] = "Mine";
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//$InvBanList[DeployInv, "ElfBarrelPack"] = 1;
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//$InvBanList[DeployInv, "MortarBarrelPack"] = 1;
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//$InvBanList[DeployInv, "PlasmaBarrelPack"] = 1;
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//$InvBanList[DeployInv, "AABarrelPack"] = 1;
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//$InvBanList[DeployInv, "MissileBarrelPack"] = 1;
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$InvBanList[DeployInv, "InventoryDeployable"] = 1;
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//------------------------------------------------------------------------------
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function InventoryScreen::loadHud( %this, %tag )
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{
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$Hud[%tag] = InventoryScreen;
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$Hud[%tag].childGui = INV_Root;
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$Hud[%tag].parent = INV_Root;
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}
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//------------------------------------------------------------------------------
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function InventoryScreen::setupHud( %this, %tag )
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{
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%favListStart = $pref::FavCurrentList * 10;
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%this.selId = $pref::FavCurrentSelect - %favListStart + 1;
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// Add the list menu:
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$Hud[%tag].staticData[0, 0] = new ShellPopupMenu(INV_ListMenu)
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{
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profile = "ShellPopupProfile";
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horizSizing = "right";
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vertSizing = "bottom";
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position = "16 313";
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extent = "170 36";
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minExtent = "8 8";
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visible = "1";
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setFirstResponder = "0";
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modal = "1";
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helpTag = "0";
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maxPopupHeight = "220";
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text = "";
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};
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// Add favorite tabs:
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for( %i = 0; %i < 10; %i++ )
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{
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%yOffset = ( %i * 30 ) + 10;
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$Hud[%tag].staticData[0, %i + 1] = new ShellTabButton() {
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profile = "ShellTabProfile";
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horizSizing = "right";
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vertSizing = "bottom";
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position = "4 " @ %yOffset;
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extent = "206 38";
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minExtent = "8 8";
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visible = "1";
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setFirstResponder = "0";
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modal = "1";
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helpTag = "0";
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command = "InventoryScreen.onTabSelect(" @ %favListStart + %i @ ");";
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text = strupr( $pref::FavNames[%favListStart + %i] );
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};
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$Hud[%tag].staticData[0, %i + 1].setValue( ( %favListStart + %i ) == $pref::FavCurrentSelect );
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$Hud[%tag].parent.add( $Hud[%tag].staticData[0, %i + 1] );
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}
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%text = "Favorites " @ %favListStart + 1 SPC "-" SPC %favListStart + 10;
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$Hud[%tag].staticData[0, 0].onSelect( $pref::FavCurrentList, %text, true );
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$Hud[%tag].parent.add( $Hud[%tag].staticData[0, 0] );
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// Add the SAVE button:
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$Hud[%tag].staticData[1, 0] = new ShellBitmapButton()
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{
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profile = "ShellButtonProfile";
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horizSizing = "right";
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vertSizing = "bottom";
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position = "409 295";
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extent = "75 38";
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minExtent = "8 8";
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visible = "1";
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setFirstResponder = "0";
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modal = "1";
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helpTag = "0";
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command = "saveFavorite();";
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text = "SAVE";
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};
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// Add the name edit control:
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$Hud[%tag].staticData[1, 1] = new ShellTextEditCtrl()
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{
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profile = "NewTextEditProfile";
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horizSizing = "right";
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vertSizing = "bottom";
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position = "217 295";
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extent = "196 38";
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minExtent = "8 8";
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visible = "1";
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altCommand = "saveFavorite()";
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setFirstResponder = "1";
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modal = "1";
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helpTag = "0";
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historySize = "0";
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maxLength = "16";
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};
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$Hud[%tag].staticData[1, 1].setValue( $pref::FavNames[$pref::FavCurrentSelect] );
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$Hud[%tag].parent.add( $Hud[%tag].staticData[1, 0] );
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$Hud[%tag].parent.add( $Hud[%tag].staticData[1, 1] );
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}
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//------------------------------------------------------------------------------
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function InventoryScreen::addLine( %this, %tag, %lineNum, %type, %count )
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{
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$Hud[%tag].count = %count;
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// Add label:
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%yOffset = ( %lineNum * 30 ) + 28;
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$Hud[%tag].data[%lineNum, 0] = new GuiTextCtrl()
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{
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profile = "ShellTextRightProfile";
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horizSizing = "right";
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vertSizing = "bottom";
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position = "228 " @ %yOffset;
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extent = "80 22";
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minExtent = "8 8";
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visible = "1";
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setFirstResponder = "0";
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modal = "1";
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helpTag = "0";
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text = "";
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};
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// Add drop menu:
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$Hud[%tag].data[%lineNum, 1] = new ShellPopupMenu(INV_Menu)
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{
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profile = "ShellPopupProfile";
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horizSizing = "right";
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vertSizing = "bottom";
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position = "305 " @ %yOffset - 9;
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extent = "180 36";
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minExtent = "8 8";
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visible = "1";
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setFirstResponder = "0";
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modal = "1";
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helpTag = "0";
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maxPopupHeight = "200";
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text = "";
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type = %type;
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};
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return 2;
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}
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//------------------------------------------------------------------------------
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function InventoryScreen::updateHud( %this, %client, %tag )
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{
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%noSniperRifle = true;
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%armor = getArmorDatablock( %client, $NameToInv[%client.favorites[0]] );
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if ( %client.lastArmor !$= %armor )
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{
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%client.lastArmor = %armor;
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for ( %x = 0; %x < %client.lastNumFavs; %x++ )
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messageClient( %client, 'RemoveLineHud', "", 'inventoryScreen', %x );
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%setLastNum = true;
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}
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%cmt = $CurrentMissionType;
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//Create - ARMOR - List
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%armorList = %client.favorites[0];
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for ( %y = 0; $InvArmor[%y] !$= ""; %y++ )
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if ( $InvArmor[%y] !$= %client.favorites[0] )
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%armorList = %armorList TAB $InvArmor[%y];
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//Create - WEAPON - List
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for ( %y = 0; $InvWeapon[%y] !$= ""; %y++ )
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{
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%notFound = true;
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for ( %i = 0; %i < getFieldCount( %client.weaponIndex ); %i++ )
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{
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%WInv = $NameToInv[$InvWeapon[%y]];
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if ( ( $InvWeapon[%y] $= %client.favorites[getField( %client.weaponIndex,%i )] ) || !%armor.max[%WInv] )
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{
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%notFound = false;
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break;
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}
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else if ( "SniperRifle" $= $NameToInv[%client.favorites[getField( %client.weaponIndex,%i )]] )
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{
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%noSniperRifle = false;
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%packList = "noSelect\tEnergy Pack\tEnergy Pack must be used when \tLaser Rifle is selected!";
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%client.favorites[getField(%client.packIndex,0)] = "Energy Pack";
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}
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}
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if ( !($InvBanList[%cmt, %WInv]) )
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{
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if ( %notFound && %weaponList $= "" )
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%weaponList = $InvWeapon[%y];
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else if ( %notFound )
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%weaponList = %weaponList TAB $InvWeapon[%y];
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}
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}
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//Create - PACK - List
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if ( %noSniperRifle )
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{
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if ( getFieldCount( %client.packIndex ) )
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%packList = %client.favorites[getField( %client.packIndex, 0 )];
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else
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{
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%packList = "EMPTY";
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%client.numFavs++;
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}
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for ( %y = 0; $InvPack[%y] !$= ""; %y++ )
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{
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%PInv = $NameToInv[$InvPack[%y]];
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if ( ( $InvPack[%y] !$= %client.favorites[getField( %client.packIndex, 0 )]) &&
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%armor.max[%PInv] && !($InvBanList[%cmt, %PInv]))
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%packList = %packList TAB $Invpack[%y];
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}
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}
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//Create - GRENADE - List
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for ( %y = 0; $InvGrenade[%y] !$= ""; %y++ )
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{
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%notFound = true;
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for(%i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++)
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{
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%GInv = $NameToInv[$InvGrenade[%y]];
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if ( ( $InvGrenade[%y] $= %client.favorites[getField( %client.grenadeIndex, %i )] ) || !%armor.max[%GInv] )
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{
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%notFound = false;
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break;
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}
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}
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if ( !($InvBanList[%cmt, %GInv]) )
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{
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if ( %notFound && %grenadeList $= "" )
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%grenadeList = $InvGrenade[%y];
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else if ( %notFound )
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%grenadeList = %grenadeList TAB $InvGrenade[%y];
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}
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}
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//Create - MINE - List
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for ( %y = 0; $InvMine[%y] !$= "" ; %y++ )
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{
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%notFound = true;
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// -----------------------------------------------------------------------------------------------------
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// z0dd - ZOD, 4/24/02. This was broken, Fixed.
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for(%i = 0; %i < getFieldCount( %client.mineIndex ); %i++)
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{
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%MInv = $NameToInv[$InvMine[%y]];
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if ( ( $InvMine[%y] $= %client.favorites[getField( %client.mineIndex, %i )] ) || !%armor.max[%MInv] )
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{
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%notFound = false;
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break;
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}
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}
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// -----------------------------------------------------------------------------------------------------
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if ( !($InvBanList[%cmt, %MInv]) )
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{
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if ( %notFound && %mineList $= "" )
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%mineList = $InvMine[%y];
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else if ( %notFound )
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%mineList = %mineList TAB $InvMine[%y];
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}
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}
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%client.numFavsCount++;
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messageClient( %client, 'SetLineHud', "", %tag, 0, "Armor:", %armorList, armor, %client.numFavsCount );
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%lineCount = 1;
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for ( %x = 0; %x < %armor.maxWeapons; %x++ )
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{
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%client.numFavsCount++;
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if ( %x < getFieldCount( %client.weaponIndex ) )
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{
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%list = %client.favorites[getField( %client.weaponIndex,%x )];
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if ( %list $= Invalid )
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{
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%client.favorites[%client.numFavs] = "INVALID";
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%client.weaponIndex = %client.weaponIndex TAB %client.numFavs;
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}
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}
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else
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{
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%list = "EMPTY";
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%client.favorites[%client.numFavs] = "EMPTY";
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%client.weaponIndex = %client.weaponIndex TAB %client.numFavs;
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%client.numFavs++;
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}
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if ( %list $= empty )
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%list = %list TAB %weaponList;
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else
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%list = %list TAB %weaponList TAB "EMPTY";
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messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Weapon Slot " @ %x + 1 @ ": ", %list , weapon, %client.numFavsCount );
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}
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%lineCount = %lineCount + %armor.maxWeapons;
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%client.numFavsCount++;
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if ( getField( %packList, 0 ) !$= empty && %noSniperRifle )
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%packList = %packList TAB "EMPTY";
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%packText = %packList;
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|
%packOverFlow = "";
|
|
if ( strlen( %packList ) > 255 )
|
|
{
|
|
%packText = getSubStr( %packList, 0, 255 );
|
|
%packOverFlow = getSubStr( %packList, 255, 512 );
|
|
}
|
|
messageClient( %client, 'SetLineHud', "", %tag, %lineCount, "Pack:", %packText, pack, %client.numFavsCount, %packOverFlow );
|
|
%lineCount++;
|
|
|
|
for( %x = 0; %x < %armor.maxGrenades; %x++ )
|
|
{
|
|
%client.numFavsCount++;
|
|
if ( %x < getFieldCount( %client.grenadeIndex ) )
|
|
{
|
|
%list = %client.favorites[getField( %client.grenadeIndex, %x )];
|
|
if (%list $= Invalid)
|
|
{
|
|
%client.favorites[%client.numFavs] = "INVALID";
|
|
%client.grenadeIndex = %client.grenadeIndex TAB %client.numFavs;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
%list = "EMPTY";
|
|
%client.favorites[%client.numFavs] = "EMPTY";
|
|
%client.grenadeIndex = %client.grenadeIndex TAB %client.numFavs;
|
|
%client.numFavs++;
|
|
}
|
|
|
|
if ( %list $= empty )
|
|
%list = %list TAB %grenadeList;
|
|
else
|
|
%list = %list TAB %grenadeList TAB "EMPTY";
|
|
|
|
messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Grenade:", %list, grenade, %client.numFavsCount );
|
|
}
|
|
%lineCount = %lineCount + %armor.maxGrenades;
|
|
|
|
for ( %x = 0; %x < %armor.maxMines; %x++ )
|
|
{
|
|
%client.numFavsCount++;
|
|
if ( %x < getFieldCount( %client.mineIndex ) )
|
|
{
|
|
%list = %client.favorites[getField( %client.mineIndex, %x )];
|
|
if ( %list $= Invalid )
|
|
{
|
|
%client.favorites[%client.numFavs] = "INVALID";
|
|
%client.mineIndex = %client.mineIndex TAB %client.numFavs;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
%list = "EMPTY";
|
|
%client.favorites[%client.numFavs] = "EMPTY";
|
|
%client.mineIndex = %client.mineIndex TAB %client.numFavs;
|
|
%client.numFavs++;
|
|
}
|
|
|
|
if ( %list !$= Invalid )
|
|
{
|
|
if ( %list $= empty )
|
|
%list = %list TAB %mineList;
|
|
else if ( %mineList !$= "" )
|
|
%list = %list TAB %mineList TAB "EMPTY";
|
|
else
|
|
%list = %list TAB "EMPTY";
|
|
}
|
|
|
|
messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Mine:", %list, mine, %client.numFavsCount );
|
|
}
|
|
|
|
if ( %setLastNum )
|
|
%client.lastNumFavs = %client.numFavs;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function buyFavorites(%client)
|
|
{
|
|
if(isObject(Game)) // z0dd - ZOD, 8/9/03. No armors in Spawn CTF.
|
|
{
|
|
if(Game.class $= SCtFGame)
|
|
{
|
|
buyDeployableFavorites(%client);
|
|
return;
|
|
}
|
|
}
|
|
// z0dd - ZOD, 5/27/03. Check to see if we reached the cap on armors, if so, buy ammo and go away mad.
|
|
if(%client.favorites[0] !$= "Scout" && !$Host::TournamentMode && $LimitArmors)
|
|
{
|
|
if($TeamArmorCount[%client.team, $NameToInv[%client.favorites[0]]] >= $TeamArmorMax)
|
|
{
|
|
messageClient(%client, 'MsgTeamDepObjCount', '\c2Your team has reached the maximum (%2) allotment of %1 armors', %client.favorites[0], $TeamArmorMax);
|
|
getAmmoStationLovin(%client);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// z0dd - ZOD, 5/27/03. Increase the teams armor count and let the player know whats left etc.
|
|
if(!$Host::TournamentMode && $LimitArmors)
|
|
{
|
|
$TeamArmorCount[%client.team, %client.armor]--;
|
|
$TeamArmorCount[%client.team, $NameToInv[%client.favorites[0]]]++;
|
|
if(%client.favorites[0] !$= "Scout")
|
|
messageClient(%client, 'MsgTeamDepObjCount', '\c2Your team has %1 of %2 %3 armors in use', $TeamArmorCount[%client.team, $NameToInv[%client.favorites[0]]], $TeamArmorMax, %client.favorites[0]);
|
|
}
|
|
|
|
// don't forget -- for many functions, anything done here also needs to be done
|
|
// below in buyDeployableFavorites !!!
|
|
%client.player.clearInventory();
|
|
%client.setWeaponsHudClearAll();
|
|
%cmt = $CurrentMissionType;
|
|
|
|
%curArmor = %client.player.getDatablock();
|
|
%curDmgPct = getDamagePercent(%curArmor.maxDamage, %client.player.getDamageLevel());
|
|
|
|
// armor
|
|
%client.armor = $NameToInv[%client.favorites[0]];
|
|
%client.player.setArmor( %client.armor );
|
|
%newArmor = %client.player.getDataBlock();
|
|
|
|
%client.player.setDamageLevel(%curDmgPct * %newArmor.maxDamage);
|
|
%weaponCount = 0;
|
|
|
|
// weapons
|
|
for(%i = 0; %i < getFieldCount( %client.weaponIndex ); %i++)
|
|
{
|
|
%inv = $NameToInv[%client.favorites[getField( %client.weaponIndex, %i )]];
|
|
|
|
if( %inv !$= "" )
|
|
{
|
|
%weaponCount++;
|
|
%client.player.setInventory( %inv, 1 );
|
|
}
|
|
|
|
// ----------------------------------------------------
|
|
// z0dd - ZOD, 4/24/02. Code optimization.
|
|
if ( %inv.image.ammo !$= "" )
|
|
%client.player.setInventory( %inv.image.ammo, 999 );
|
|
// ----------------------------------------------------
|
|
}
|
|
%client.player.weaponCount = %weaponCount;
|
|
|
|
// pack
|
|
%pCh = $NameToInv[%client.favorites[%client.packIndex]];
|
|
if ( %pCh $= "" )
|
|
%client.clearBackpackIcon();
|
|
else
|
|
%client.player.setInventory( %pCh, 1 );
|
|
|
|
// if this pack is a deployable that has a team limit, warn the purchaser
|
|
// if it's a deployable turret, the limit depends on the number of players (deployables.cs)
|
|
if(%pCh $= "TurretIndoorDeployable" || %pCh $= "TurretOutdoorDeployable")
|
|
%maxDep = countTurretsAllowed(%pCh);
|
|
else
|
|
%maxDep = $TeamDeployableMax[%pCh];
|
|
|
|
if(%maxDep !$= "")
|
|
{
|
|
%depSoFar = $TeamDeployedCount[%client.player.team, %pCh];
|
|
%packName = %client.favorites[%client.packIndex];
|
|
|
|
if(Game.numTeams > 1)
|
|
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep SPC %packName@"s deployed.";
|
|
else
|
|
%msTxt = "You have deployed "@%depSoFar@" of "@%maxDep SPC %packName@"s.";
|
|
|
|
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
|
|
}
|
|
|
|
// grenades
|
|
for ( %i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++ )
|
|
{
|
|
if ( !($InvBanList[%cmt, $NameToInv[%client.favorites[getField( %client.grenadeIndex, %i )]]]) )
|
|
%client.player.setInventory( $NameToInv[%client.favorites[getField( %client.grenadeIndex,%i )]], 30 );
|
|
}
|
|
|
|
%client.player.lastGrenade = $NameToInv[%client.favorites[getField( %client.grenadeIndex,%i )]];
|
|
|
|
// if player is buying cameras, show how many are already deployed
|
|
if(%client.favorites[%client.grenadeIndex] $= "Deployable Camera")
|
|
{
|
|
%maxDep = $TeamDeployableMax[DeployedCamera];
|
|
%depSoFar = $TeamDeployedCount[%client.player.team, DeployedCamera];
|
|
if(Game.numTeams > 1)
|
|
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep@" Deployable Cameras placed.";
|
|
else
|
|
%msTxt = "You have placed "@%depSoFar@" of "@%maxDep@" Deployable Cameras.";
|
|
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
|
|
}
|
|
|
|
// mines
|
|
// -----------------------------------------------------------------------------------------------------
|
|
// z0dd - ZOD, 4/24/02. Old code did not check to see if mines are banned, fixed.
|
|
for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
|
|
{
|
|
if ( !($InvBanList[%cmt, $NameToInv[%client.favorites[getField( %client.mineIndex, %i )]]]) )
|
|
%client.player.setInventory( $NameToInv[%client.favorites[getField( %client.mineIndex,%i )]], 30 );
|
|
}
|
|
// -----------------------------------------------------------------------------------------------------
|
|
// miscellaneous stuff -- Repair Kit, Beacons, Targeting Laser
|
|
if ( !($InvBanList[%cmt, RepairKit]) )
|
|
%client.player.setInventory( RepairKit, 1 );
|
|
if ( !($InvBanList[%cmt, Beacon]) )
|
|
%client.player.setInventory( Beacon, 20 ); // z0dd - ZOD, 4/24/02. 400 was a bit much, changed to 20
|
|
if ( !($InvBanList[%cmt, TargetingLaser]) )
|
|
%client.player.setInventory( TargetingLaser, 1 );
|
|
|
|
// ammo pack pass -- hack! hack!
|
|
if( %pCh $= "AmmoPack" )
|
|
invAmmoPackPass(%client);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function buyDeployableFavorites(%client)
|
|
{
|
|
%player = %client.player;
|
|
%prevPack = %player.getMountedImage($BackpackSlot);
|
|
%player.clearInventory();
|
|
%client.setWeaponsHudClearAll();
|
|
%cmt = $CurrentMissionType;
|
|
|
|
// players cannot buy armor from deployable inventory stations
|
|
%weapCount = 0;
|
|
for ( %i = 0; %i < getFieldCount( %client.weaponIndex ); %i++ )
|
|
{
|
|
%inv = $NameToInv[%client.favorites[getField( %client.weaponIndex, %i )]];
|
|
if ( !($InvBanList[DeployInv, %inv]) )
|
|
{
|
|
%player.setInventory( %inv, 1 );
|
|
// increment weapon count if current armor can hold this weapon
|
|
if(%player.getDatablock().max[%inv] > 0)
|
|
%weapCount++;
|
|
// ---------------------------------------------
|
|
// z0dd - ZOD, 4/24/02. Code streamlining.
|
|
if ( %inv.image.ammo !$= "" )
|
|
%player.setInventory( %inv.image.ammo, 999 );
|
|
// ---------------------------------------------
|
|
if(%weapCount >= %player.getDatablock().maxWeapons)
|
|
break;
|
|
}
|
|
}
|
|
%player.weaponCount = %weapCount;
|
|
// give player the grenades and mines they chose, beacons, and a repair kit
|
|
for ( %i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++)
|
|
{
|
|
%GInv = $NameToInv[%client.favorites[getField( %client.grenadeIndex, %i )]];
|
|
%client.player.lastGrenade = %GInv;
|
|
if ( !($InvBanList[DeployInv, %GInv]) )
|
|
%player.setInventory( %GInv, 30 );
|
|
}
|
|
|
|
// if player is buying cameras, show how many are already deployed
|
|
if(%client.favorites[%client.grenadeIndex] $= "Deployable Camera")
|
|
{
|
|
%maxDep = $TeamDeployableMax[DeployedCamera];
|
|
%depSoFar = $TeamDeployedCount[%client.player.team, DeployedCamera];
|
|
if(Game.numTeams > 1)
|
|
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep@" Deployable Cameras placed.";
|
|
else
|
|
%msTxt = "You have placed "@%depSoFar@" of "@%maxDep@" Deployable Cameras.";
|
|
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
|
|
}
|
|
|
|
for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
|
|
{
|
|
%MInv = $NameToInv[%client.favorites[getField( %client.mineIndex, %i )]];
|
|
if ( !($InvBanList[DeployInv, %MInv]) )
|
|
%player.setInventory( %MInv, 30 );
|
|
}
|
|
if ( !($InvBanList[DeployInv, Beacon]) && !($InvBanList[%cmt, Beacon]) )
|
|
%player.setInventory( Beacon, 20 ); // z0dd - ZOD, 4/24/02. 400 was a bit much, changed to 20.
|
|
if ( !($InvBanList[DeployInv, RepairKit]) && !($InvBanList[%cmt, RepairKit]) )
|
|
%player.setInventory( RepairKit, 1 );
|
|
if ( !($InvBanList[DeployInv, TargetingLaser]) && !($InvBanList[%cmt, TargetingLaser]) )
|
|
%player.setInventory( TargetingLaser, 1 );
|
|
|
|
// players cannot buy deployable station packs from a deployable inventory station
|
|
%packChoice = $NameToInv[%client.favorites[%client.packIndex]];
|
|
if ( !($InvBanList[DeployInv, %packChoice]) )
|
|
%player.setInventory( %packChoice, 1 );
|
|
|
|
// if this pack is a deployable that has a team limit, warn the purchaser
|
|
// if it's a deployable turret, the limit depends on the number of players (deployables.cs)
|
|
if(%packChoice $= "TurretIndoorDeployable" || %packChoice $= "TurretOutdoorDeployable")
|
|
%maxDep = countTurretsAllowed(%packChoice);
|
|
else
|
|
%maxDep = $TeamDeployableMax[%packChoice];
|
|
if((%maxDep !$= "") && (%packChoice !$= "InventoryDeployable"))
|
|
{
|
|
%depSoFar = $TeamDeployedCount[%client.player.team, %packChoice];
|
|
%packName = %client.favorites[%client.packIndex];
|
|
|
|
if(Game.numTeams > 1)
|
|
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep SPC %packName@"s deployed.";
|
|
else
|
|
%msTxt = "You have deployed "@%depSoFar@" of "@%maxDep SPC %packName@"s.";
|
|
|
|
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
|
|
}
|
|
|
|
if(%prevPack > 0)
|
|
{
|
|
// if player had a "forbidden" pack (such as a deployable inventory station)
|
|
// BEFORE visiting a deployed inventory station AND still has that pack chosen
|
|
// as a favorite, give it back
|
|
if((%packChoice $= %prevPack.item) && ($InvBanList[DeployInv, %packChoice]))
|
|
%player.setInventory( %prevPack.item, 1 );
|
|
}
|
|
|
|
if(%packChoice $= "AmmoPack")
|
|
invAmmoPackPass(%client);
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
function getAmmoStationLovin(%client)
|
|
{
|
|
// z0dd - ZOD, 4/24/02. This function was quite a mess, needed rewrite
|
|
%cmt = $CurrentMissionType;
|
|
|
|
// weapons
|
|
for(%i = 0; %i < %client.player.weaponSlotCount; %i++)
|
|
{
|
|
%weapon = %client.player.weaponSlot[%i];
|
|
if ( %weapon.image.ammo !$= "" )
|
|
%client.player.setInventory( %weapon.image.ammo, 999 );
|
|
}
|
|
|
|
// grenades
|
|
for(%i = 0; $InvGrenade[%i] !$= ""; %i++) // z0dd - ZOD, 5/27/03. Clear them all in one pass
|
|
%player.setInventory($NameToInv[$InvGrenade[%i]], 0);
|
|
|
|
for ( %i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++ )
|
|
{
|
|
%client.player.lastGrenade = $NameToInv[%client.favorites[getField( %client.grenadeIndex, %i )]];
|
|
}
|
|
%grenType = %client.player.lastGrenade;
|
|
if(%grenType $= "")
|
|
{
|
|
%grenType = Grenade;
|
|
}
|
|
if ( !($InvBanList[%cmt, %grenType]) )
|
|
%client.player.setInventory( %grenType, 30 );
|
|
|
|
if(%grenType $= "Deployable Camera")
|
|
{
|
|
%maxDep = $TeamDeployableMax[DeployedCamera];
|
|
%depSoFar = $TeamDeployedCount[%client.player.team, DeployedCamera];
|
|
if(Game.numTeams > 1)
|
|
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep@" Deployable Cameras placed.";
|
|
else
|
|
%msTxt = "You have placed "@%depSoFar@" of "@%maxDep@" Deployable Cameras.";
|
|
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
|
|
}
|
|
|
|
// Mines
|
|
for(%i = 0; $InvMine[%i] !$= ""; %i++) // z0dd - ZOD, 5/27/03. Clear them all in one pass
|
|
%player.setInventory($NameToInv[$InvMine[%i]], 0);
|
|
|
|
for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
|
|
{
|
|
%client.player.lastMine = $NameToInv[%client.favorites[getField( %client.mineIndex, %i )]];
|
|
}
|
|
%mineType = %client.player.lastMine;
|
|
if(%mineType $= "")
|
|
{
|
|
%mineType = Mine;
|
|
}
|
|
if ( !($InvBanList[%cmt, %mineType]) )
|
|
%client.player.setInventory( %mineType, 30 );
|
|
|
|
// miscellaneous stuff -- Repair Kit, Beacons, Targeting Laser
|
|
if ( !($InvBanList[%cmt, RepairKit]) )
|
|
%client.player.setInventory( RepairKit, 1 );
|
|
|
|
if ( !($InvBanList[%cmt, Beacon]) )
|
|
%client.player.setInventory( Beacon, 20 );
|
|
|
|
if ( !($InvBanList[%cmt, TargetingLaser]) )
|
|
%client.player.setInventory( TargetingLaser, 1 );
|
|
|
|
if( %client.player.getMountedImage($BackpackSlot) $= "AmmoPack" )
|
|
invAmmoPackPass(%client);
|
|
}
|
|
|
|
function invAmmoPackPass(%client)
|
|
{
|
|
// "normal" ammo stuff (everything but mines and grenades)
|
|
for ( %idx = 0; %idx < $numAmmoItems; %idx++ )
|
|
{
|
|
%ammo = $AmmoItem[%idx];
|
|
%client.player.incInventory(%ammo, AmmoPack.max[%ammo]);
|
|
}
|
|
//our good friends, the grenade family *SIGH*
|
|
// first find out what type of grenade the player has selected
|
|
%grenFav = %client.favorites[getField(%client.grenadeIndex, 0)];
|
|
if((%grenFav !$= "EMPTY") && (%grenFav !$= "INVALID"))
|
|
%client.player.incInventory($NameToInv[%grenFav], AmmoPack.max[$NameToInv[%grenFav]]);
|
|
// now the same check for mines
|
|
%mineFav = %client.favorites[getField(%client.mineIndex, 0)];
|
|
if((%mineFav !$= "EMPTY") && (%mineFav !$= "INVALID") && !($InvBanList[%cmt, Mine]))
|
|
%client.player.incInventory($NameToInv[%mineFav], AmmoPack.max[$NameToInv[%mineFav]]);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function loadFavorite( %index, %echo )
|
|
{
|
|
$pref::FavCurrentSelect = %index;
|
|
%list = mFloor( %index / 10 );
|
|
|
|
if ( isObject( $Hud['inventoryScreen'] ) )
|
|
{
|
|
// Deselect the old tab:
|
|
if ( InventoryScreen.selId !$= "" )
|
|
$Hud['inventoryScreen'].staticData[0, InventoryScreen.selId].setValue( false );
|
|
|
|
// Make sure we are looking at the same list:
|
|
if ( $pref::FavCurrentList != %list )
|
|
{
|
|
%favListStart = %list * 10;
|
|
%text = "Favorites " @ %favListStart + 1 SPC "-" SPC %favListStart + 10;
|
|
$Hud['inventoryScreen'].staticData[0, 0].onSelect( %list, %text, true );
|
|
}
|
|
|
|
// Select the new tab:
|
|
%tab = $pref::FavCurrentSelect - ( $pref::FavCurrentList * 10 ) + 1;
|
|
InventoryScreen.selId = %tab;
|
|
$Hud['inventoryScreen'].staticData[0, %tab].setValue( true );
|
|
|
|
// Update the Edit Name field:
|
|
$Hud['inventoryScreen'].staticData[1, 1].setValue( $pref::FavNames[%index] );
|
|
}
|
|
|
|
if ( %echo )
|
|
addMessageHudLine( "Inventory set \"" @ $pref::FavNames[%index] @ "\" selected." );
|
|
|
|
commandToServer( 'setClientFav', $pref::Favorite[%index] );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function saveFavorite()
|
|
{
|
|
if ( $pref::FavCurrentSelect !$= "" )
|
|
{
|
|
%favName = $Hud['inventoryScreen'].staticData[1, 1].getValue();
|
|
$pref::FavNames[$pref::FavCurrentSelect] = %favName;
|
|
$Hud['inventoryScreen'].staticData[0, $pref::FavCurrentSelect - ($pref::FavCurrentList * 10) + 1].setText( strupr( %favName ) );
|
|
//$Hud[%tag].staticData[1, 1].setValue( %favName );
|
|
%favList = $Hud['inventoryScreen'].data[0, 1].type TAB $Hud['inventoryScreen'].data[0, 1].getValue();
|
|
for ( %i = 1; %i < $Hud['inventoryScreen'].count; %i++ )
|
|
{
|
|
%name = $Hud['inventoryScreen'].data[%i, 1].getValue();
|
|
if ( %name $= invalid )
|
|
%name = "EMPTY";
|
|
%favList = %favList TAB $Hud['inventoryScreen'].data[%i, 1].type TAB %name;
|
|
}
|
|
$pref::Favorite[$pref::FavCurrentSelect] = %favList;
|
|
echo("exporting pref::* to ClientPrefs.cs");
|
|
export("$pref::*", "prefs/ClientPrefs.cs", False);
|
|
}
|
|
// else
|
|
// addMessageHudLine("Must First Select A Favorite Button.");
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function addQuickPackFavorite( %pack, %item )
|
|
{
|
|
// this has been such a success it has been changed to handle grenades
|
|
// and other equipment as well as packs so everything seems to be called 'pack'
|
|
// including the function itself. The default IS pack
|
|
|
|
if(%item $= "")
|
|
%item = "Pack";
|
|
%packFailMsg = "You cannot use that equipment with your selected loadout.";
|
|
if ( !isObject($Hud['inventoryScreen'].staticData[1, 1]) || $Hud['inventoryScreen'].staticData[1, 1].getValue() $= "" )
|
|
{
|
|
//if the player hasnt brought up the inv screen we use his current fav
|
|
%currentFav = $pref::Favorite[$pref::FavCurrentSelect];
|
|
//echo(%currentFav);
|
|
|
|
for ( %i = 0; %i < getFieldCount( %currentFav ); %i++ )
|
|
{
|
|
%type = getField( %currentFav, %i );
|
|
%equipment = getField( %currentFav, %i++ );
|
|
|
|
%invalidPack = checkPackValidity(%pack, %equipment, %item );
|
|
if(%invalidPack)
|
|
{
|
|
addMessageHudLine( %packFailMsg );
|
|
return;
|
|
|
|
}
|
|
// Success--------------------------------------------------
|
|
if ( %type $= %item )
|
|
%favList = %favList @ %type TAB %pack @ "\t";
|
|
else
|
|
%favList = %favList @ %type TAB %equipment @ "\t";
|
|
}
|
|
//echo(%favList);
|
|
}
|
|
else
|
|
{
|
|
//otherwise we go with whats on the invScreen (even if its asleep)
|
|
%armor = $Hud['inventoryScreen'].data[0, 1].getValue();
|
|
|
|
// check pack validity with armor
|
|
%invalidPack = checkPackValidity(%pack, %armor, %item );
|
|
if(%invalidPack)
|
|
{
|
|
addMessageHudLine( %packFailMsg );
|
|
return;
|
|
|
|
}
|
|
%favList = $Hud['inventoryScreen'].data[0, 1].type TAB %armor;
|
|
for ( %i = 1; %i < $Hud['inventoryScreen'].count; %i++ )
|
|
{
|
|
//echo( $Hud['inventoryScreen'].Data[%i, 1].type);
|
|
%type = $Hud['inventoryScreen'].data[%i, 1].type;
|
|
%equipment = $Hud['inventoryScreen'].data[%i, 1].getValue();
|
|
|
|
if(%type $= %item)
|
|
%equipment = %pack;
|
|
|
|
// Special Cases again------------------------------------------------
|
|
%invalidPack = checkPackValidity(%pack, %equipment, %item );
|
|
if(%invalidPack)
|
|
{
|
|
addMessageHudLine( %packFailMsg );
|
|
return;
|
|
|
|
}
|
|
|
|
%favList = %favList TAB %type TAB %equipment;
|
|
}
|
|
//echo(%favList);
|
|
}
|
|
commandToServer( 'setClientFav', %favList );
|
|
|
|
//we message the player real nice like
|
|
addMessageHudLine( "Inventory updated to " @ %pack @ "." );
|
|
}
|
|
|
|
function checkPackValidity(%pack, %equipment, %item)
|
|
{
|
|
//echo("validityChecking:" SPC %pack SPC %equipment);
|
|
|
|
// this is mostly for ease of mod makers
|
|
// this is the base restrictions stuff
|
|
// for your mod just overwrite this function and
|
|
// change the restrictions and onlyUses
|
|
|
|
// you must have #1 to use #2
|
|
//%restrict[#1, #2] = true;
|
|
|
|
%restrict["Scout", "Inventory Station"] = true;
|
|
%restrict["Scout", "Landspike Turret"] = true;
|
|
%restrict["Scout", "Spider Clamp Turret"] = true;
|
|
%restrict["Scout", "ELF Turret Barrel"] = true;
|
|
%restrict["Scout", "Mortar Turret Barrel"] = true;
|
|
%restrict["Scout", "AA Turret Barrel"] = true;
|
|
%restrict["Scout", "Plasma Turret Barrel"] = true;
|
|
%restrict["Scout", "Missile Turret Barrel"] = true;
|
|
%restrict["Assault", "Cloak Pack"] = true;
|
|
%restrict["Juggernaut", "Cloak Pack"] = true;
|
|
|
|
// you can only use #1 if you have a #2 of type #3
|
|
//%require[#1] = #2 TAB #3;
|
|
|
|
%require["Laser Rifle"] = "Pack" TAB "Energy Pack";
|
|
|
|
|
|
if(%restrict[%equipment, %pack] )
|
|
return true;
|
|
|
|
else if(%require[%equipment] !$="" )
|
|
{
|
|
if(%item $= getField(%require[%equipment], 0) )
|
|
{
|
|
if(%pack !$= getField(%require[%equipment], 1) )
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
function setDefaultInventory(%client)
|
|
{
|
|
commandToClient(%client,'InitLoadClientFavorites');
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function checkInventory( %client, %text )
|
|
{
|
|
%armor = getArmorDatablock( %client, $NameToInv[getField( %text, 1 )] );
|
|
%list = getField( %text, 0 ) TAB getField( %text, 1 );
|
|
%cmt = $CurrentMissionType;
|
|
for( %i = 3; %i < getFieldCount( %text ); %i = %i + 2 )
|
|
{
|
|
%inv = $NameToInv[getField(%text,%i)];
|
|
if ( (( %armor.max[%inv] && !($InvBanList[%cmt, %inv]) ) ||
|
|
getField( %text, %i ) $= Empty || getField( %text, %i ) $= Invalid)
|
|
&& (($InvTotalCount[getField( %text, %i - 1 )] - $BanCount[getField( %text, %i - 1 )]) > 0))
|
|
%list = %list TAB getField( %text, %i - 1 ) TAB getField( %text, %i );
|
|
else if( $InvBanList[%cmt, %inv] || %inv $= empty || %inv $= "")
|
|
%list = %list TAB getField( %text, %i - 1 ) TAB "INVALID";
|
|
}
|
|
return %list;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function getArmorDatablock(%client, %size)
|
|
{
|
|
if ( %client.race $= "Bioderm" )
|
|
%armor = %size @ "Male" @ %client.race @ Armor;
|
|
else
|
|
%armor = %size @ %client.sex @ %client.race @ Armor;
|
|
return %armor;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function InventoryScreen::onWake(%this)
|
|
{
|
|
if ( $HudHandle[inventoryScreen] !$= "" )
|
|
alxStop( $HudHandle[inventoryScreen] );
|
|
alxPlay(HudInventoryActivateSound, 0, 0, 0);
|
|
$HudHandle[inventoryScreen] = alxPlay(HudInventoryHumSound, 0, 0, 0);
|
|
|
|
if ( isObject( hudMap ) )
|
|
{
|
|
hudMap.pop();
|
|
hudMap.delete();
|
|
}
|
|
new ActionMap( hudMap );
|
|
hudMap.blockBind( moveMap, toggleScoreScreen );
|
|
hudMap.blockBind( moveMap, toggleCommanderMap );
|
|
hudMap.bindCmd( keyboard, escape, "", "InventoryScreen.onDone();" );
|
|
hudMap.push();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function InventoryScreen::onSleep()
|
|
{
|
|
hudMap.pop();
|
|
hudMap.delete();
|
|
alxStop($HudHandle[inventoryScreen]);
|
|
alxPlay(HudInventoryDeactivateSound, 0, 0, 0);
|
|
$HudHandle[inventoryScreen] = "";
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function InventoryScreen::onDone( %this )
|
|
{
|
|
toggleCursorHuds( 'inventoryScreen' );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
function InventoryScreen::onTabSelect( %this, %favId )
|
|
{
|
|
loadFavorite( %favId, 0 );
|
|
}
|
|
|
|
function createInvBanCount()
|
|
{
|
|
$BanCount["Armor"] = 0;
|
|
$BanCount["Weapon"] = 0;
|
|
$BanCount["Pack"] = 0;
|
|
$BanCount["Grenade"] = 0;
|
|
$BanCount["Mine"] = 0;
|
|
|
|
for(%i = 0; $InvArmor[%i] !$= ""; %i++)
|
|
if($InvBanList[$CurrentMissionType, $NameToInv[$InvArmor[%i]]])
|
|
$BanCount["Armor"]++;
|
|
$InvTotalCount["Armor"] = %i;
|
|
|
|
for(%i = 0; $InvWeapon[%i] !$= ""; %i++)
|
|
if($InvBanList[$CurrentMissionType, $NameToInv[$InvWeapon[%i]]])
|
|
$BanCount["Weapon"]++;
|
|
$InvTotalCount["Weapon"] = %i;
|
|
|
|
for(%i = 0; $InvPack[%i] !$= ""; %i++)
|
|
if($InvBanList[$CurrentMissionType, $NameToInv[$InvPack[%i]]])
|
|
$BanCount["Pack"]++;
|
|
$InvTotalCount["Pack"] = %i;
|
|
|
|
for(%i = 0; $InvGrenade[%i] !$= ""; %i++)
|
|
if($InvBanList[$CurrentMissionType, $NameToInv[$InvGrenade[%i]]])
|
|
$BanCount["Grenade"]++;
|
|
$InvTotalCount["Grenade"] = %i;
|
|
|
|
for(%i = 0; $InvMine[%i] !$= ""; %i++)
|
|
if($InvBanList[$CurrentMissionType, $NameToInv[$InvMine[%i]]])
|
|
$BanCount["Mine"]++;
|
|
$InvTotalCount["Mine"] = %i;
|
|
}
|
|
|
|
// z0dd - ZOD, 5/17/03. New functions, limit armor types you can purchase
|
|
function countArmorAllowed()
|
|
{
|
|
// This function is called from DefaultGame::assignClientTeam
|
|
// and loadMissionStage2, so its not run constantly.
|
|
|
|
for(%j = 1; %j < Game.numTeams; %j++)
|
|
%teamPlayerCount[%j] = 0;
|
|
|
|
%numClients = ClientGroup.getCount();
|
|
for(%i = 0; %i < %numClients; %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if(%cl.team > 0)
|
|
%teamPlayerCount[%cl.team]++;
|
|
}
|
|
// the bigger team determines the number of armors allowed
|
|
%maxPlayers = %teamPlayerCount[1] > %teamPlayerCount[2] ? %teamPlayerCount[1] : %teamPlayerCount[2];
|
|
if(%maxPlayers >= 16)
|
|
%teamArmorMax = mFloor(%maxPlayers * 0.38);
|
|
else
|
|
%teamArmorMax = 6;
|
|
|
|
return $TeamArmorMax = %teamArmorMax;
|
|
}
|
|
|
|
function resetArmorMaxes()
|
|
{
|
|
for(%i = 0; %i <= Game.numTeams; %i++)
|
|
{
|
|
$TeamArmorCount[%i, Light] = 0;
|
|
$TeamArmorCount[%i, Medium] = 0;
|
|
$TeamArmorCount[%i, Heavy] = 0;
|
|
}
|
|
}
|