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// ============================================================================ // JBAddonRadar // Copyright 2004 by will // $Id: JBAddonRadar.uc,v 1.3 2007-01-03 20:21:39 jrubzjeknf Exp $ // // HUD radar map add-on for Jailbreak // ============================================================================ Class JBAddonRadar extends JBAddon; // ============================================================================ // Imports // ============================================================================ #exec TEXTURE IMPORT NAME=ReleaseDot FILE=Textures\dot.tga MIPS=OFF FLAGS=2 LODSET=5 ALPHA=1 #exec TEXTURE IMPORT NAME=PlayerDot FILE=Textures\player.tga MIPS=OFF FLAGS=2 LODSET=5 ALPHA=1 // ============================================================================ // Variables // ============================================================================ Var() const editconst string Build; Var JBPanorama JBP; Var Bool bDrawRadar; Var Float XPos,YPos,Scale,MapScale,FadeTime; Var Byte UseAlpha; Simulated Function Tick(Float TimeDelta) { If (Level.GetLocalPlayerController() != None) { Self.InitAddon(); JBAddonRadarInteraction(Level.GetLocalPlayerController().Player.InteractionMaster.AddInteraction("JBAddonRadar.JBAddonRadarInteraction", Level.GetLocalPlayerController().Player)).Radar = Self; Disable('Tick'); } } Simulated Function RenderOverlays(Canvas Canvas) { If (JBP == None) ForEach AllActors(Class'JBPanorama', JBP) Break; If (Level.GetLocalPlayerController().Pawn == None) Return; If (!bDrawRadar) { If (UseAlpha > 0) UseAlpha -= 10; If (UseAlpha <= 0) Return; } Else { If (UseAlpha < 220) UseAlpha += 20; If (UseAlpha >= 220) UseAlpha = 220; } DrawMap(Canvas); DrawSwitch(Canvas); DrawMe(Canvas); } Simulated Function DrawMap(Canvas Canvas) { Scale = 256 / JBP.TexturePanorama.USize * Canvas.ClipX / 640; Canvas.SetPos(XPos * Canvas.ClipX, YPos * Canvas.ClipY); Canvas.SetDrawColor(200, 200, 200, UseAlpha); Canvas.DrawIcon(JBP.TexturePanorama, Scale * MapScale); } Simulated Function DrawMe(Canvas Canvas) { Local Vector V; //Local FinalBlend PlayerIcon; If (Level.GetLocalPlayerController().Pawn != None) { V = GetMapPosition(Canvas, Level.GetLocalPlayerController().Pawn.Location); //PlayerIcon = FinalBlend'ONSInterface-TX.CurrentPlayerIconFinal'; //TexRotator(PlayerIcon.Material).Rotation.Yaw = 0 - Level.GetLocalPlayerController().Pawn.Rotation.Yaw - 16384; Canvas.SetPos(V.X-8, V.Y-8); Canvas.SetDrawColor(255, 255, 32, UseAlpha); //Canvas.DrawTile(PlayerIcon, 16 * Scale, 16 * Scale, 0, 0, 64, 64); Canvas.DrawIcon(Texture'PlayerDot', 1); } } Simulated Function DrawSwitch(Canvas Canvas) { Local JBTagObjective G; Local Vector V; ForEach DynamicActors(Class'JBTagObjective', G) { V = GetMapPosition(Canvas, G.GetObjective().Location); Canvas.SetPos(V.X-4, V.Y-4); If (G.GetObjective().DefenderTeamIndex == 0) Canvas.SetDrawColor(255, 0, 0, UseAlpha); If (G.GetObjective().DefenderTeamIndex == 1) Canvas.SetDrawColor(0, 0, 255, UseAlpha); Canvas.DrawIcon(texture'ReleaseDot', 1); } } Simulated Function Vector GetMapPosition(Canvas Canvas, Vector V) { Local Vector Result, MyMap, SBMap; Local Float X, Y; MyMap.X = XPos * Canvas.ClipX; MyMap.Y = YPos * Canvas.ClipY; SBMap.X = (Canvas.ClipX - Scale*JBP.TexturePanorama.USize) / 2; SBMap.Y = Canvas.ClipY - Scale*JBP.TexturePanorama.VSize + Scale*JBP.TexturePanorama.USize / 8; Result = JBP.CalcLocation(Canvas, V); X = (Result.X - SBMap.X)/(Scale * JBP.TexturePanorama.USize); Y = (Result.Y - SBMap.Y)/(Scale * JBP.TexturePanorama.VSize); Result.X = (Canvas.ClipX * XPos) + (X * Scale * MapScale * JBP.TexturePanorama.USize); Result.Y = (Canvas.ClipY * YPos) + (Y * Scale * MapScale * JBP.TexturePanorama.VSize); Return Result; } // ============================================================================ // Default Properties // ============================================================================ DefaultProperties { RemoteRole=ROLE_SimulatedProxy bAlwaysRelevant=True FriendlyName="Radar" Build="%%%%-%%-%% %%:%%" Description="Adds a radar to the upper-right of your screen.||You can toggle its visibility with the key used to toggle the Onslaught radar (default is F12)." bIsOverlay=True bDrawRadar=True XPos=0.675 YPos=0.05 MapScale=0.75 FadeTime=0.75 } |
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