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class UT2LoadingWeapons extends UT2K3GUIPage; var Tab_WeaponPref WeaponTab; event Timer() { local int i; local array<class<Weapon> > WeaponClass; local array<string> WeaponDesc; // Initialise weapon list. Sort based on current priority - highest priority first Controller.GetWeaponList(WeaponClass, WeaponDesc); for(i=0; i<WeaponClass.Length; i++) { WeaponTab.MyCurWeaponList.List.Add(WeaponClass[i].default.ItemName, WeaponClass[i], WeaponDesc[i]); } WeaponTab.MyCurWeaponList.List.SortList(); // Spawn spinny weapon actor WeaponTab.SpinnyWeap = PlayerOwner().spawn(class'XInterface.SpinnyWeap'); WeaponTab.SpinnyWeap.SetRotation(PlayerOwner().Rotation); WeaponTab.SpinnyWeap.SetStaticMesh(None); // Start with first item on list selected WeaponTab.MyCurWeaponList.List.SetIndex(0); WeaponTab.UpdateCurrentWeapon(); WeaponTab.bWeapPrefInitialised = true; WeaponTab = None; Controller.CloseMenu(); } function StartLoad(Tab_WeaponPref tab ) { WeaponTab = tab; // Give the menu a chance to render before doing anything... SetTimer(0.15); } defaultproperties { Begin Object Class=GUIButton name=LoadWeapBackground WinWidth=0.5 WinHeight=1.0 WinTop=0 WinLeft=0.25 bAcceptsInput=false bNeverFocus=true StyleName="SquareButton" bBoundToParent=true bScaleToParent=true End Object Controls(0)=LoadWeapBackground Begin Object class=GUILabel Name=LoadWeapText Caption="Loading Weapon Database" TextALign=TXTA_Center TextColor=(R=220,G=180,B=0,A=255) TextFont="UT2HeaderFont" WinWidth=1.000000 WinHeight=32.000000 WinLeft=0.000000 WinTop=0.471667 End Object Controls(1)=LoadWeapText WinLeft=0 WinTop=0.425 WinWidth=1 WinHeight=0.15 } |
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