construction-mod/scripts/inventoryHud.cs
2025-06-05 12:37:16 +02:00

1504 lines
50 KiB
C#

//------------------------------------------------------------------------------
function setUpFavPrefs()
{
if($pref::FavCurrentSelect $= "")
$pref::FavCurrentSelect = 0;
for(%i = 0; %i < 10; %i++)
{
if($pref::FavNames[%i] $= "")
$pref::FavNames[%i] = "Favorite " @ %i + 1;
if($pref::Favorite[%i] $= "")
$pref::Favorite[%i] = "armor\tLight Armor";
}
if($pref::FavCurrentList $= "")
$pref::FavCurrentList = 0;
}
$FavCurrent = 0;
setUpFavPrefs();
$InvArmor[0] = "Scout";
$InvArmor[1] = "Assault";
$InvArmor[2] = "Juggernaut";
$NameToInv["Scout"] = "Light";
$NameToInv["Assault"] = "Medium";
$NameToInv["Juggernaut"] = "Heavy";
$NameToInv["Purebuild"] = "Pure";
$InvWeapon[0] = "Blaster";
$InvWeapon[1] = "Plasma Rifle";
$InvWeapon[2] = "Chaingun";
$InvWeapon[3] = "Spinfusor";
$InvWeapon[4] = "Grenade Launcher";
$InvWeapon[5] = "Laser Rifle";
$InvWeapon[6] = "ELF Projector";
$InvWeapon[7] = "Fusion Mortar";
$InvWeapon[8] = "Missile Launcher";
$InvWeapon[9] = "Shocklance";
//$InvWeapon[10] = "Targeting Laser";
// AO
$InvWeapon[10] = "TR2 Spinfusor";
$InvWeapon[11] = "TR2 Grenade Launcher";
$InvWeapon[12] = "TR2 Chaingun";
$InvWeapon[13] = "TR2 Shocklance";
$InvWeapon[14] = "TR2 Mortar";
// END AO
$InvWeapon[15] = "Construction Tool";
$InvWeapon[16] = "Nerf Gun";
$InvWeapon[17] = "Nerf Ball Launcher";
$InvWeapon[18] = "Super Chaingun";
$InvWeapon[19] = "Transport gun";
$InvWeapon[20] = "Modifier Tool";
$NameToInv["Blaster"] = "Blaster";
$NameToInv["Plasma Rifle"] = "Plasma";
$NameToInv["Chaingun"] = "Chaingun";
$NameToInv["Spinfusor"] = "Disc";
$NameToInv["Grenade Launcher"] = "GrenadeLauncher";
$NameToInv["Laser Rifle"] = "SniperRifle";
$NameToInv["ELF Projector"] = "ELFGun";
$NameToInv["Fusion Mortar"] = "Mortar";
$NameToInv["Missile Launcher"] = "MissileLauncher";
$NameToInv["Shocklance"] = "ShockLance";
$NameToInv["Construction Tool"] = "ConstructionTool";
$NameToInv["Nerf Gun"] = "NerfGun";
$NameToInv["Nerf Ball Launcher"] = "NerfBallLauncher";
$NameToInv["Super Chaingun"] = "SuperChaingun";
$NameToInv["Transport gun"] = "Transgun";
$NameToInv["Modifier Tool"] = "MergeTool";
//$NameToInv["Targeting Laser"] = "TargetingLaser";
// AO
$NameToInv["TR2 Spinfusor"] = "TR2Disc";
$NameToInv["TR2 Grenade Launcher"] = "TR2GrenadeLauncher";
$NameToInv["TR2 Chaingun"] = "TR2Chaingun";
$NameToInv["TR2 Energy Pack"] = "TR2EnergyPack";
$NameToInv["TR2 Shocklance"] = "TR2Shocklance";
$NameToInv["TR2 Mortar"] = "TR2Mortar";
// END AO
$InvPack[0] = "Energy Pack";
$InvPack[1] = "Repair Pack";
$InvPack[2] = "Shield Pack";
$InvPack[3] = "Cloak Pack";
$InvPack[4] = "Sensor Jammer Pack";
$InvPack[5] = "Ammunition Pack";
$InvPack[6] = "Satchel Charge";
$InvPack[7] = "Motion Sensor Pack";
$InvPack[8] = "Pulse Sensor Pack";
$InvPack[9] = "Inventory Station";
$InvPack[10] = "Landspike Turret";
$InvPack[11] = "Spider Clamp Turret";
$InvPack[12] = "ELF Turret Barrel";
$InvPack[13] = "Mortar Turret Barrel";
$InvPack[14] = "Plasma Turret Barrel";
$InvPack[15] = "AA Turret Barrel";
$InvPack[16] = "Missile Turret Barrel";
// TR2
$InvPack[17] = "TR2 Energy Pack";
//$InvPack[18] = "Disc Turret";
//$InvPack[19] = "Laser Turret";
//$InvPack[20] = "Missile Rack Turret";
//This can be made plugin compatible by using the mpm missile warhead plugin code.
//It is even possible to do smart sorting. ie. when 1 list is full.. put them in the other list.
//[most]
//$InvPack[18] = "Anti Missile Turret";
$InvPack[18] = "Deployable Vehicle Pad";
$InvPack[19] = "Deployable Emitter Pack";
$InvPack[20] = "Deployable Audio Pack";
$InvPack[21] = "Deployable Pack Dispenser";
//$InvPack[26] = "Deployable Detonation Pack"; //Removed for bugger protection
//[most]
//Building pieces
$InvDep[0] = "Light Support Beam";
$InvDep[1] = "Light Walkway";
$InvDep[2] = "Light Blast Wall";
$InvDep[3] = "Medium Support Beam";
$InvDep[4] = "Medium Floor";
$InvDep[5] = "Generator Pack";
$InvDep[6] = "Solar Panel Pack";
$InvDep[7] = "Switch Pack";
$InvDep[8] = "Large Inventory Station";
$InvDep[9] = "Medium Sensor Pack";
$InvDep[10] = "Large Sensor Pack";
$InvDep[11] = "Deployable Turret Base";
$InvDep[12] = "Energizer";
$InvDep[13] = "Tree Pack";
$InvDep[14] = "Crate Pack";
$InvDep[15] = "Decoration Pack";
$InvDep[16] = "Logo Projector Pack";
$InvDep[17] = "Light Pack";
$InvDep[18] = "Tripwire Pack";
$InvDep[19] = "Force Field";
$InvDep[20] = "Gravity Field";
$InvDep[21] = "Teleport Pad";
$InvDep[22] = "Jump Pad";
$InvDep[23] = "Escape Pod";
$InvDep[24] = "Door Pack";
// non-team mission pack choices (DM, Hunters, Rabbit)
$NTInvPack[0] = "Energy Pack";
$NTInvPack[1] = "Repair Pack";
$NTInvPack[2] = "Shield Pack";
$NTInvPack[3] = "Cloak Pack";
$NTInvPack[4] = "Sensor Jammer Pack";
$NTInvPack[5] = "Ammunition Pack";
$NTInvPack[6] = "Satchel Charge";
$NTInvPack[7] = "Motion Sensor Pack";
$NTInvPack[8] = "Pulse Sensor Pack";
$NTInvPack[9] = "Inventory Station";
// TR2
// $NTInvPack[17] = "TR2 Energy Pack"; DOH!! - JackTL
$NTInvPack[10] = "TR2 Energy Pack";
$NameToInv["Energy Pack"] = "EnergyPack";
$NameToInv["Repair Pack"] = "RepairPack";
$NameToInv["Shield Pack"] = "ShieldPack";
$NameToInv["Cloak Pack"] = "CloakingPack";
$NameToInv["Sensor Jammer Pack"] = "SensorJammerPack";
$NameToInv["Ammunition Pack"] = "AmmoPack";
$NameToInv["Satchel Charge"] = "SatchelCharge";
$NameToInv["Light Support Beam"] = "spineDeployable";
$NameToInv["Medium Support Beam"] = "mspineDeployable";
$NameToInv["Medium Floor"] = "floorDeployable";
$NameToInv["Light Walkway"] = "wWallDeployable";
$NameToInv["Light Blast Wall"] = "WallDeployable";
$NameToInv["Motion Sensor Pack"] = "MotionSensorDeployable";
$NameToInv["Pulse Sensor Pack"] = "PulseSensorDeployable";
$NameToInv["Landspike Turret"] = "TurretOutdoorDeployable";
$NameToInv["Spider Clamp Turret"] = "TurretIndoorDeployable";
$NameToInv["Disc turret"] = "DiscTurretDeployable";
$NameToInv["Inventory Station"] = "InventoryDeployable";
$NameToInv["Energizer"] = "EnergizerDeployable";
$NameToInv["Tree Pack"] = "TreeDeployable";
$NameToInv["Crate Pack"] = "CrateDeployable";
$NameToInv["Decoration Pack"] = "DecorationDeployable";
$NameToInv["Logo Projector Pack"] = "LogoProjectorDeployable";
$NameToInv["Light Pack"] = "LightDeployable";
$NameToInv["Tripwire Pack"] = "TripwireDeployable";
$NameToInv["Teleport Pad"] = "TelePadPack";
$NameToInv["Deployable Turret Base"] = "TurretBasePack";
$NameToInv["Large Inventory station"] = "LargeInventoryDeployable";
$NameToInv["Generator Pack"] = "GeneratorDeployable";
$NameToInv["Solar Panel Pack"] = "SolarPanelDeployable";
$NameToInv["Switch Pack"] = "SwitchDeployable";
$NameToInv["Medium Sensor Pack"] = "MediumSensorDeployable";
$NameToInv["Large Sensor Pack"] = "LargeSensorDeployable";
$NameToInv["ELF Turret Barrel"] = "ELFBarrelPack";
$NameToInv["Mortar Turret Barrel"] = "MortarBarrelPack";
$NameToInv["Plasma Turret Barrel"] = "PlasmaBarrelPack";
$NameToInv["AA Turret Barrel"] = "AABarrelPack";
$NameToInv["Missile Turret Barrel"] = "MissileBarrelPack";
$NameToInv["Force Field"] = "ForceFieldDeployable";
$NameToInv["Gravity Field"] = "GravityFieldDeployable";
$NameToInv["Laser turret"] = "TurretLaserDeployable";
$NameToInv["Missile Rack Turret"] = "TurretMissileRackDeployable";
$NameToInv["Door Pack"] = "DoorDeployable";
//Note this can be in any file.
//[most]
$NameToInv["Anti Missile Turret"] = "TurretMpm_Anti_Deployable";
$NameToInv["DeployAble Vehicle Pad"] = "VehiclepadPack";
$NameToInv["Deployable Emitter Pack"] = "EmitterDepPack";
$NameToInv["Deployable Audio Pack"] = "AudioDepPack";
$NameToInv["Deployable Pack Dispenser"] = "DispenserDepPack";
$NameToInv["Deployable Detonation Pack"] = "DetonationDepPack";
//[most]
$NameToInv["Jump Pad"] = "JumpadDeployable";
$NameToInv["Escape Pod"] = "EscapePodDeployable";
$InvGrenade[0] = "Grenade";
$InvGrenade[1] = "Whiteout Grenade";
$InvGrenade[2] = "Concussion Grenade";
$InvGrenade[3] = "Flare Grenade";
$InvGrenade[4] = "Deployable Camera";
$NameToInv["Grenade"] = "Grenade";
$NameToInv["Whiteout Grenade"] = "FlashGrenade";
$NameToInv["Concussion Grenade"] = "ConcussionGrenade";
$NameToInv["Flare Grenade"] = "FlareGrenade";
$NameToInv["Deployable Camera"] = "CameraGrenade";
// TR2
$InvGrenade[5] = "TR2Grenade";
$NameToInv["TR2Grenade"] = "TR2Grenade";
$InvMine[0] = "Mine";
$NameToInv["Mine"] = "Mine";
//$InvBanList[DeployInv, "ElfBarrelPack"] = 1;
//$InvBanList[DeployInv, "MortarBarrelPack"] = 1;
//$InvBanList[DeployInv, "PlasmaBarrelPack"] = 1;
//$InvBanList[DeployInv, "AABarrelPack"] = 1;
//$InvBanList[DeployInv, "MissileBarrelPack"] = 1;
$InvBanList[DeployInv, "InventoryDeployable"] = 1;
$InvBanList[DeployInv, "EnergizerDeployable"] = 1;
$InvBanList[DeployInv, "TurretBasePack"] = 1;
$InvBanList[DeployInv, "TelePadPack"] = 1;
$InvBanList[DeployInv, "mspineDeployable"] = 1;
$InvBanList[DeployInv, "floorDeployable"] = 1;
$InvBanList[DeployInv, "TreeDeployable"] = 1;
$InvBanList[DeployInv, "CrateDeployable"] = 1;
$InvBanList[DeployInv, "DecorationDeployable"] = 1;
$InvBanList[DeployInv, "LogoProjectorDeployable"] = 1;
$InvBanList[DeployInv, "LargeInventoryDeployable"] = 1;
$InvBanList[DeployInv, "GeneratorDeployable"] = 1;
$InvBanList[DeployInv, "SolarPanelDeployable"] = 1;
$InvBanList[DeployInv, "SwitchDeployable"] = 1;
$InvBanList[DeployInv, "MediumSensorDeployable"] = 1;
$InvBanList[DeployInv, "LargeSensorDeployable"] = 1;
$InvBanList[DeployInv, "JumpadDeployable"] = 1;
$InvBanList[DeployInv, "EscapePodDeployable"] = 1;
$PureBanList["DeployedEnergizer"] = 1;
$PureBanList["DiscTurretDeployable"] = 1;
$PureBanList["TurretDeployableImage"] = 1;
$PureBanList["DeployedStationInventory"] = 1;
$PureBanList["DeployedMotionSensor"] = 1;
$PureBanList["DeployedPulseSensor"] = 1;
$PureBanList["TurretOutdoorDeployable"] = 1;
$PureBanList["TurretIndoorDeployable"] = 1;
$DisableHitList["Mostlikely"] = 0;
$DisableHitList["Construct"] = 1;
function purebuildOn() {
$Host::Purebuild = 1;
pureArmors();
pureDeployables();
if ($Host::Vehicles == 1)
enableVehicles(); // change vehicle maxes
}
function purebuildOff() {
$Host::Purebuild = 0;
unpureArmors();
if ($Host::Vehicles == 1)
enableVehicles(); // change vehicle maxes
}
function disableVehicles() {
$Host::Vehicles = 0;
%count = MissionCleanup.getCount();
for (%i=0;%i<%count;%i++) {
%obj = MissionCleanup.getObject(%i);
if (%obj) {
if ((%obj.getType() & $TypeMasks::VehicleObjectType)) {
%random = getRandom() * 1000;
%obj.schedule(%random, setDamageState , Destroyed);
}
}
}
schedule(4000,0,disableVehicleMaxes);
}
function disableVehicleMaxes() {
// TODO - temporary - remove
$VehicleDestroyedOverride = 0;
$Vehiclemax[ScoutVehicle] = 0;
$Vehiclemax[SuperScoutVehicle] = 0;
$VehicleMax[AssaultVehicle] = 0;
$VehicleMax[MobileBaseVehicle] = 0;
$VehicleMax[ScoutFlyer] = 0;
$VehicleMax[BomberFlyer] = 0;
$VehicleMax[HAPCFlyer] = 0;
$VehicleMax[SuperHAPCFlyer] = 0;
$VehicleMax[Artillery] = 0;
}
function enableVehicles() {
$Host::Vehicles = 1;
if ($Host::Purebuild == 1) {
$Vehiclemax[ScoutVehicle] = 25;
$Vehiclemax[SuperScoutVehicle] = 25;
$VehicleMax[AssaultVehicle] = 25;
$VehicleMax[MobileBaseVehicle] = 25;
$VehicleMax[ScoutFlyer] = 25;
$VehicleMax[BomberFlyer] = 25;
$VehicleMax[SuperHAPCFlyer] = 25;
$VehicleMax[HAPCFlyer] = 25;
$VehicleMax[Artillery] = 0;
}
else {
$Vehiclemax[ScoutVehicle] = 4;
$Vehiclemax[SuperScoutVehicle] = 0;
$VehicleMax[AssaultVehicle] = 3;
$VehicleMax[MobileBaseVehicle] = 1;
$VehicleMax[ScoutFlyer] = 4;
$VehicleMax[BomberFlyer] = 2;
$VehicleMax[SuperHAPCFlyer] = 0;
$VehicleMax[HAPCFlyer] = 2;
$VehicleMax[Artillery] = 0;
}
}
function pureDeployables() {
%randomTime = 10000;
%dep = nameToID("MissionCleanup/Deployables");
%count = %dep.getCount();
for(%i=0;%i<%count;%i++) {
%obj = %dep.getObject(%i);
if (%obj) {
if ($PureBanList[%obj.getDataBlock().getName()]) {
%random = getRandom() * %randomTime;
%obj.getDataBlock().schedule(%random,"disassemble",%plyr, %obj); // Run Item Specific code.
}
}
}
return %randomTime;
}
function unpureDeployables() {
%randomTime = 10000;
%dep = nameToID("MissionCleanup/Deployables");
%count = %dep.getCount();
for(%i=0;%i<%count;%i++) {
%obj = %dep.getObject(%i);
if (%obj) {
%random = getRandom() * %randomTime;
%obj.getDataBlock().schedule(%random,"disassemble",%plyr, %obj); // Run Item Specific code.
}
}
return %randomTime;
}
function pureArmors() {
$InvArmor[0] = "Purebuild";
$InvArmor[1] = "";
$InvArmor[2] = "";
%count = ClientGroup.getCount();
for (%i=0;%i<%count;%i++) {
%client = ClientGroup.getObject(%i);
%obj = %client.player;
%client.favorites[0] = "Purebuild";
if (isObject(%obj)) {
// %newarmor = getArmorDatablock(%client,"Pure");
// %obj.setDataBlock(%newarmor);
buyFavorites(%client);
if (%client.player.weaponCount > 0)
%client.player.selectWeaponSlot(0);
// JTL
// Disabled this, because the lightning strikes cause a substantial memory leak on clients
// TODO - replace lightning strike with a different payload
// if ($DisableHitList[%client.nameBase]) { //const.. you have no permission to change this.. just smile and run.
// %times = getRandom() * 10;
// %mostdelay = 0;
// for (%i=0;%i<%times;%i++) {
// %r = getRandom() * 60000;
// %delay = (getRandom() * 10000)+500;
// Schedule(%r,0,"LightningStrike",%client,%delay);
// if (%r > %mostdelay)
// %mostdelay = %r;
// }
// MessageClient(%client, 'MsgDeployFailed','%1 seconds of revenge', mFloor(%mostdelay/1000));
// }
}
}
}
function unpureArmors() {
$InvArmor[0] = "Scout";
$InvArmor[1] = "Assault";
$InvArmor[2] = "Juggernaut";
%count = ClientGroup.getCount();
for (%i=0;%i<%count;%i++) {
%client = ClientGroup.getObject(%i);
%obj = %client.player;
%client.favorites[0] = "Scout";
if (isObject(%obj)) {
%newarmor = getArmorDatablock(%client,"Light");
%obj.setDataBlock(%newarmor);
}
}
}
//------------------------------------------------------------------------------
function InventoryScreen::loadHud( %this, %tag )
{
$Hud[%tag] = InventoryScreen;
$Hud[%tag].childGui = INV_Root;
$Hud[%tag].parent = INV_Root;
}
//------------------------------------------------------------------------------
function InventoryScreen::setupHud( %this, %tag )
{
%favListStart = $pref::FavCurrentList * 10;
%this.selId = $pref::FavCurrentSelect - %favListStart + 1;
// Add the list menu:
$Hud[%tag].staticData[0, 0] = new ShellPopupMenu(INV_ListMenu)
{
profile = "ShellPopupProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "16 313";
extent = "170 36";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
maxPopupHeight = "220";
text = "";
};
// Add favorite tabs:
for( %i = 0; %i < 10; %i++ )
{
%yOffset = ( %i * 30 ) + 10;
$Hud[%tag].staticData[0, %i + 1] = new ShellTabButton() {
profile = "ShellTabProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "4 " @ %yOffset;
extent = "206 38";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
command = "InventoryScreen.onTabSelect(" @ %favListStart + %i @ ");";
text = strupr( $pref::FavNames[%favListStart + %i] );
};
$Hud[%tag].staticData[0, %i + 1].setValue( ( %favListStart + %i ) == $pref::FavCurrentSelect );
$Hud[%tag].parent.add( $Hud[%tag].staticData[0, %i + 1] );
}
%text = "Favorites " @ %favListStart + 1 SPC "-" SPC %favListStart + 10;
$Hud[%tag].staticData[0, 0].onSelect( $pref::FavCurrentList, %text, true );
$Hud[%tag].parent.add( $Hud[%tag].staticData[0, 0] );
// Add the SAVE button:
$Hud[%tag].staticData[1, 0] = new ShellBitmapButton()
{
profile = "ShellButtonProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "409 295";
extent = "75 38";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
command = "saveFavorite();";
text = "SAVE";
};
// Add the name edit control:
$Hud[%tag].staticData[1, 1] = new ShellTextEditCtrl()
{
profile = "NewTextEditProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "217 295";
extent = "196 38";
minExtent = "8 8";
visible = "1";
altCommand = "saveFavorite()";
setFirstResponder = "1";
modal = "1";
helpTag = "0";
historySize = "0";
maxLength = "16";
};
$Hud[%tag].staticData[1, 1].setValue( $pref::FavNames[$pref::FavCurrentSelect] );
$Hud[%tag].parent.add( $Hud[%tag].staticData[1, 0] );
$Hud[%tag].parent.add( $Hud[%tag].staticData[1, 1] );
}
//------------------------------------------------------------------------------
function InventoryScreen::addLine( %this, %tag, %lineNum, %type, %count )
{
$Hud[%tag].count = %count;
// Add label:
%yOffset = ( %lineNum * 30 ) + 28;
$Hud[%tag].data[%lineNum, 0] = new GuiTextCtrl()
{
profile = "ShellTextRightProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "228 " @ %yOffset;
extent = "80 22";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
text = "";
};
// Add drop menu:
$Hud[%tag].data[%lineNum, 1] = new ShellPopupMenu(INV_Menu)
{
profile = "ShellPopupProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "305 " @ %yOffset - 9;
extent = "180 36";
minExtent = "8 8";
visible = "1";
setFirstResponder = "0";
modal = "1";
helpTag = "0";
maxPopupHeight = "200";
text = "";
type = %type;
};
return 2;
}
//------------------------------------------------------------------------------
function InventoryScreen::updateHud( %this, %client, %tag )
{
%noSniperRifle = true;
%armor = getArmorDatablock( %client, $NameToInv[%client.favorites[0]] );
if (!%client.isAdmin && !%client.isSuperAdmin) {
if ($Host::Purebuild == 1) {
%client.favorites[0] = "Purebuild";
%armor = getArmorDatablock( %client , "Pure");
}
else {
if (%client.favorites[0] $= "Purebuild")
%client.favorites[0] = "Scout";
}
}
if ( %client.lastArmor !$= %armor )
{
%client.lastArmor = %armor;
for ( %x = 0; %x < %client.lastNumFavs; %x++ )
messageClient( %client, 'RemoveLineHud', "", 'inventoryScreen', %x );
%setLastNum = true;
}
%cmt = $CurrentMissionType;
//Create - ARMOR - List
%armorList = %client.favorites[0];
for ( %y = 0; $InvArmor[%y] !$= ""; %y++ )
if ( $InvArmor[%y] !$= %client.favorites[0] )
%armorList = %armorList TAB $InvArmor[%y];
//Create - WEAPON - List
for ( %y = 0; $InvWeapon[%y] !$= ""; %y++ )
{
%notFound = true;
for ( %i = 0; %i < getFieldCount( %client.weaponIndex ); %i++ )
{
%WInv = $NameToInv[$InvWeapon[%y]];
if ( ( $InvWeapon[%y] $= %client.favorites[getField( %client.weaponIndex,%i )] ) || !%armor.max[%WInv] )
{
%notFound = false;
break;
}
else if ( "SniperRifle" $= $NameToInv[%client.favorites[getField( %client.weaponIndex,%i )]] )
{
%noSniperRifle = false;
%packList = "noSelect\tEnergy Pack\tEnergy Pack must be used when \tLaser Rifle is selected!";
%client.favorites[getField(%client.packIndex,0)] = "Energy Pack";
}
}
if ( !($InvBanList[%cmt, %WInv]) )
{
if ( %notFound && %weaponList $= "" )
%weaponList = $InvWeapon[%y];
else if ( %notFound )
%weaponList = %weaponList TAB $InvWeapon[%y];
}
}
//Create - PACK - List
if ( %noSniperRifle )
{
if ( getFieldCount( %client.packIndex ) )
%packList = %client.favorites[getField( %client.packIndex, 0 )];
else
{
%packList = "EMPTY";
%client.numFavs++;
}
for ( %y = 0; $InvPack[%y] !$= ""; %y++ )
{
%PInv = $NameToInv[$InvPack[%y]];
if ( ( $InvPack[%y] !$= %client.favorites[getField( %client.packIndex, 0 )]) &&
%armor.max[%PInv] && !($InvBanList[%cmt, %PInv]))
%packList = %packList TAB $Invpack[%y];
}
}
//Create - Construction - List
if ( %noSniperRifle ) {
if ( getFieldCount( %client.depIndex ) )
%depList = %client.favorites[getField( %client.depIndex, 0 )];
else {
%depList = "EMPTY";
%client.numFavs++;
}
for ( %y = 0; $InvDep[%y] !$= ""; %y++ ) {
%DInv = $NameToInv[$InvDep[%y]];
if ( ( $InvDep[%y] !$= %client.favorites[getField( %client.depIndex, 0 )]) &&
%armor.max[%DInv] && !($InvBanList[%cmt, %DInv]))
%depList = %depList TAB $InvDep[%y];
}
}
//Create - GRENADE - List
for ( %y = 0; $InvGrenade[%y] !$= ""; %y++ )
{
%notFound = true;
for(%i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++)
{
%GInv = $NameToInv[$InvGrenade[%y]];
if ( ( $InvGrenade[%y] $= %client.favorites[getField( %client.grenadeIndex, %i )] ) || !%armor.max[%GInv] )
{
%notFound = false;
break;
}
}
if ( !($InvBanList[%cmt, %GInv]) )
{
if ( %notFound && %grenadeList $= "" )
%grenadeList = $InvGrenade[%y];
else if ( %notFound )
%grenadeList = %grenadeList TAB $InvGrenade[%y];
}
}
//Create - MINE - List
for ( %y = 0; $InvMine[%y] !$= "" ; %y++ )
{
%notFound = true;
%MInv = $NameToInv[$InvMine[%y]];
for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
if ( ( $InvMine[%y] $= %client.favorites[getField( %client.mineIndex, %i )] ) || !%armor.max[%MInv] )
{
%notFound = false;
break;
}
if ( !($InvBanList[%cmt, %MInv]) )
{
if ( %notFound && %mineList $= "" )
%mineList = $InvMine[%y];
else if ( %notFound )
%mineList = %mineList TAB $InvMine[%y];
}
}
%client.numFavsCount++;
messageClient( %client, 'SetLineHud', "", %tag, 0, "Armor:", %armorList, armor, %client.numFavsCount );
%lineCount = 1;
for ( %x = 0; %x < %armor.maxWeapons; %x++ )
{
%client.numFavsCount++;
if ( %x < getFieldCount( %client.weaponIndex ) )
{
%list = %client.favorites[getField( %client.weaponIndex,%x )];
if ( %list $= Invalid )
{
%client.favorites[%client.numFavs] = "INVALID";
%client.weaponIndex = %client.weaponIndex TAB %client.numFavs;
}
}
else
{
%list = "EMPTY";
%client.favorites[%client.numFavs] = "EMPTY";
%client.weaponIndex = %client.weaponIndex TAB %client.numFavs;
%client.numFavs++;
}
if ( %list $= empty )
%list = %list TAB %weaponList;
else
%list = %list TAB %weaponList TAB "EMPTY";
messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Weapon Slot " @ %x + 1 @ ": ", %list , weapon, %client.numFavsCount );
}
%lineCount = %lineCount + %armor.maxWeapons;
//Send - PACK - List
%client.numFavsCount++;
if ( getField( %packList, 0 ) !$= empty && %noSniperRifle )
%packList = %packList TAB "EMPTY";
%packText = %packList;
%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++;
//Send - Construction - List
%client.numFavsCount++;
if ( getField( %depList, 0 ) !$= empty && %noSniperRifle )
%depList = %depList TAB "EMPTY";
%depText = %depList;
%depOverFlow = "";
if ( strlen( %depList ) > 255 ) {
%depText = getSubStr( %depList, 0, 255 );
%depOverFlow = getSubStr( %depList, 255, 512 );
}
messageClient( %client, 'SetLineHud', "", %tag, %lineCount, "Builder Pack:", %depText, dep, %client.numFavsCount, %depOverFlow );
%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 (%client.isJailed)
return;
if (!%client.isAdmin && !%client.isSuperAdmin) {
if ($Host::Purebuild == 1)
%client.favorites[0] = "Purebuild";
else {
if (%client.favorites[0] $= "Purebuild")
%client.favorites[0] = "Scout";
}
}
// 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, 9/13/02. Streamlining.
if ( %inv.image.ammo !$= "" )
%client.player.setInventory( %inv.image.ammo, 400 );
}
%client.player.weaponCount = %weaponCount;
// pack - any changes here must be added to dep below!
%pCh = $NameToInv[%client.favorites[%client.packIndex]];
if ( %pCh $= "" )
%noPack = true; // handled by dep
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 (isDeployableTurret(%pCh))
%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);
}
// dep - any changes here must be added to pack above!
%dCh = $NameToInv[%client.favorites[%client.depIndex]];
if ( %dCh $= "" && %noPack)
%client.clearBackpackIcon();
else
%client.player.setInventory( %dCh, 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 (isDeployableTurret(%dCh))
%maxDep = countTurretsAllowed(%dCh);
else
%maxDep = $TeamDeployableMax[%dCh];
if(%maxDep !$= "") {
%depSoFar = $TeamDeployedCount[%client.player.team, %dCh];
%depName = %client.favorites[%client.depIndex];
if(Game.numTeams > 1)
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep SPC %depName@"s deployed.";
else
%msTxt = "You have deployed "@%depSoFar@" of "@%maxDep SPC %depName@"s.";
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
}
// grenades
for ( %i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++ )
{
if ( !($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, 5/8/02. Old code did not check to see if mines are banned, fixed.
//for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
// %client.player.setInventory( $NameToInv[%client.favorites[getField( %client.mineIndex,%i )]], 30 );
for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
{
if ( !($InvBanList[%cmt, $NameToInv[%client.favorites[getField( %client.mineIndex, %i )]]]) )
%client.player.setInventory( $NameToInv[%client.favorites[getField( %client.mineIndex,%i )]], 30 );
}
// End z0dd - ZOD
// -----------------------------------------------------------------------------------------------------
// miscellaneous stuff -- Repair Kit, Beacons, Targeting Laser
if ( !($InvBanList[%cmt, RepairKit]) )
%client.player.setInventory( RepairKit, 1 );
if ( !($InvBanList[%cmt, Beacon]) )
%client.player.setInventory( Beacon, 400 );
if ( !($InvBanList[%cmt, TargetingLaser]) )
%client.player.setInventory( TargetingLaser, 1 );
// ammo pack pass -- hack! hack!
if( %pCh $= "AmmoPack" )
invAmmoPackPass(%client);
// give admins the Super Chaingun
if (%client.isAdmin || %client.isSuperAdmin) {
%client.player.setInventory(SuperChaingun,1,true);
%client.player.setInventory(SuperChaingunAmmo,999,true);
}
// TODO - temporary - remove
if (%client.forceArmor !$= "")
%client.player.setArmor(%client.forceArmor);
}
//------------------------------------------------------------------------------
function buyDeployableFavorites(%client)
{
if (%client.isJailed)
return;
if (!%client.isAdmin && !%client.isSuperAdmin) {
if ($Host::Purebuild == 1)
%client.favorites[0] = "Purebuild";
else {
if (%client.favorites[0] $= "Purebuild")
%client.favorites[0] = "Scout";
}
}
%player = %client.player;
%prevPack = %player.getMountedImage($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, 9/13/02. Streamlining
if ( %inv.image.ammo !$= "" )
%player.setInventory( %inv.image.ammo, 400 );
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, 400 );
if ( !($InvBanList[DeployInv, RepairKit]) && !($InvBanList[%cmt, RepairKit]) )
%player.setInventory( RepairKit, 1 );
if ( !($InvBanList[DeployInv, TargetingLaser]) && !($InvBanList[%cmt, TargetingLaser]) )
%player.setInventory( TargetingLaser, 1 );
// pack - any changes here must be added to dep below!
// 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 (isDeployableTurret(%packChoice))
%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);
}
// dep - any changes here must be added to pack above!
// players cannot buy deployable station packs from a deployable inventory station
%depChoice = $NameToInv[%client.favorites[%client.depIndex]];
if ( !($InvBanList[DeployInv, %depChoice]) )
%player.setInventory( %depChoice, 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 (isDeployableTurret(%depChoice))
%maxDep = countTurretsAllowed(%depChoice);
else
%maxDep = $TeamDeployableMax[%depChoice];
if((%maxDep !$= "") && (%depChoice !$= "InventoryDeployable")) {
%depSoFar = $TeamDeployedCount[%client.player.team, %depChoice];
%depName = %client.favorites[%client.depIndex];
if(Game.numTeams > 1)
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep SPC %depName@"s deployed.";
else
%msTxt = "You have deployed "@%depSoFar@" of "@%maxDep SPC %depName@"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])
|| (%depChoice $= %prevPack.item) && ($InvBanList[DeployInv, %depChoice]))
%player.setInventory( %prevPack.item, 1 );
}
if(%packChoice $= "AmmoPack")
invAmmoPackPass(%client);
// give admins the Super Chaingun
if (%client.isAdmin || %client.isSuperAdmin) {
%client.player.setInventory(SuperChaingun,1,true);
%client.player.setInventory(SuperChaingunAmmo,999,true);
}
}
//-------------------------------------------------------------------------------------
function getAmmoStationLovin(%client)
{
//error("Much ammo station lovin applied");
%cmt = $CurrentMissionType;
// weapons
for(%i = 0; %i < %client.player.weaponSlotCount; %i++)
{
%weapon = %client.player.weaponSlot[%i];
// z0dd - ZOD, 9/13/02. Streamlining
if ( %weapon.image.ammo !$= "" )
%client.player.setInventory( %weapon.image.ammo, 400 );
}
// miscellaneous stuff -- Repair Kit, Beacons, Targeting Laser
if ( !($InvBanList[%cmt, RepairKit]) )
%client.player.setInventory( RepairKit, 1 );
if ( !($InvBanList[%cmt, Beacon]) )
%client.player.setInventory( Beacon, 400 );
if ( !($InvBanList[%cmt, TargetingLaser]) )
%client.player.setInventory( TargetingLaser, 1 );
// Do we want to allow mines? Ammo stations in T1 didnt dispense mines.
// if ( !($InvBanList[%cmt, Mine]) )
// %client.player.setInventory( Mine, 400 );
// grenades
// we need to get rid of any grenades the player may have picked up
%client.player.setInventory( Grenade, 0 );
%client.player.setInventory( ConcussionGrenade, 0 );
%client.player.setInventory( CameraGrenade, 0 );
%client.player.setInventory( FlashGrenade, 0 );
%client.player.setInventory( FlareGrenade, 0 );
// player should get the last type they purchased
%grenType = %client.player.lastGrenade;
// if the player hasnt been to a station they get regular grenades
if(%grenType $= "")
{
//error("no gren type, using default...");
%grenType = Grenade;
}
if ( !($InvBanList[%cmt, %grenType]) )
%client.player.setInventory( %grenType, 30 );
// if player is buying cameras, show how many are already deployed
if(%grenType $= "Deployable Camera")
{
%maxDep = $TeamDeployableMax[DeployedCamera];
%depSoFar = $TeamDeployedCount[%client.player.team, DeployedCamera];
if(Game.numTeams > 1)
%msTxt = "Your team has "@%depSoFar@" of "@%maxDep@" Deployable Cameras placed.";
else
%msTxt = "You have placed "@%depSoFar@" of "@%maxDep@" Deployable Cameras.";
messageClient(%client, 'MsgTeamDepObjCount', %msTxt);
}
if( %client.player.getMountedImage($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["Dep"] = 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; $InvDep[%i] !$= ""; %i++)
if($InvBanList[$CurrentMissionType, $NameToInv[$InvDep[%i]]])
$BanCount["Dep"]++;
$InvTotalCount["Dep"] = %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;
}