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XInterface.HudBase

Extends
Hud
Modifiers
config ( user ) native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Hud
      |   
      +-- XInterface.HudBase

Direct Known Subclasses:

HudBDeathMatch, HudCDeathMatch

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
stringAtMenus
boolbHideWeaponName
boolbIsCinematic
boolbShowTargeting
boolbUseCustomWeaponCrosshairs
boolbUsingCustomHUDColor
colorCustomHUDColor
colorDamageFlash[4]
floatDamageTime[4]
byteFontsPrecached
stringInitialViewingString
stringLastWeaponName
MaterialLocationDot
stringNowViewing
stringScoreText
VectorTargetingLocation
floatTargetingSize
MaterialTargetMaterial
stringWaitingToSpawn
colorWeaponDrawColor
floatWeaponDrawTimer
stringWonMatchPostFix
stringWonMatchPrefix
stringYouveLostTheMatch
stringYouveWonTheMatch
HudBase
floatCroppingAmount
MaterialCroppingMaterial
array<SpriteWidget>Crosshairs
boolDoCropping
byteEmphasized[4]
floatInstrDelta
floatInstrRate
fontInstructionFontFont
stringInstructionFontName
stringInstructionKeyText
stringInstructionText
floatInstructTextBorderX
floatInstructTextBorderY
StringLevelActionFontName
StringLevelActionLoading
StringLevelActionPaused
HudLocalizedMessageLocalMessages[8]
ERenderStylePassStyle
intTeamIndex
Stringtext
class<Actor>VoteMenuClass
Inherited Variables from Engine.Hud
bBuiltMOTD, bCrosshairShow, bHideHUD, BlackColor, BlueColor, bMessageBeep, bNoEnemyNames, bShowBadConnectionAlert, bShowDebugInfo, bShowLocalStats, bShowPersonalInfo, bShowPoints, bShowPortrait, bShowPortraitVC, bShowScoreBoard, bShowVoteMenu, bShowWeaponBar, bShowWeaponInfo, bSmallWeaponBar, ConsoleColor, ConsoleFontSize, ConsoleMessageCount, ConsoleMessagePosX, ConsoleMessagePosY, CrossHairColor, CrosshairOpacity, CrosshairScale, CrosshairStyle, CyanColor, FontArrayFonts[9], FontArrayNames[9], FontScreenWidthMedium[9], FontScreenWidthSmall[9], GoldColor, GrayColor, GreenColor, HudCanvasScale, HudOpacity, HudScale, LastAmmoPickupTime, LastArmorPickupTime, LastHealthPickupTime, LastPickupTime, LastPlayerIDTalking, LastPlayerIDTalkingTime, LastVoiceGain, LastVoiceGainTime, LastWeaponPickupTime, LocalStatsScreen, MessageFontOffset, MOTDColor, MOTDState, MOTD[4], Overlays, OverrideConsoleFont, OverrideConsoleFontName, PawnOwner, PawnOwnerPRI, PlayerConsole, PlayerOwner, PortraitPRI, ProgressFadeTime, ProgressFontFont, ProgressFontName, PurpleColor, RedColor, ResScaleX, ResScaleY, ScoreBoard, SubTitles, TextMessages[8], TurqColor, VoteMenu, WhiteColor
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel

Enumerations Summary
EScaleMode
SM_None, SM_Up, SM_Down, SM_Left, SM_Right
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode

Structures Summary
DigitSet
DigitTexture, TextureCoords[11]
HudLocalizedMessage
Message, StringMessage, Switch, RelatedPRI, RelatedPRI2, OptionalObject, EndOfLife, LifeTime, StringFont, DrawColor, DrawPivot, StackMode, PosX, PosY, DX, DY, Drawn
NumericWidget
RenderStyle, MinDigitCount, TextureScale, DrawPivot, PosX, PosY, OffsetX, OffsetY, Tints[2], bPadWithZeroes, Value
SpriteWidget
WidgetTexture, RenderStyle, TextureCoords, TextureScale, DrawPivot, PosX, PosY, OffsetX, OffsetY, ScaleMode, Scale, Tints[2]
Inherited Structures from Engine.Hud
ConsoleMessage
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function ClearMessage (out HudLocalizedMessage M ))
function CreateKeyMenus ()))
functionbool CustomHUDColorAllowed ()))
function DisplayHit (vector HitDir, int Damage, class<DamageType> damageType))
function DisplayLocalMessages (Canvas C ))
function Draw2DLocationDot (Canvas C, vector Loc, loat OffsetX, float OffsetY, float ScaleX, float ScaleY))
function DrawCinematicHUD (Canvas C))
function DrawDamageIndicators (Canvas C))
function DrawHeadShotSphere ()))
function DrawHud (Canvas C))
function DrawHudPassA (Canvas C)
function DrawHudPassB (Canvas C)
function DrawHudPassC (Canvas C)
function DrawHudPassD (Canvas C)
function DrawInstructionGfx (Canvas C))
function DrawInstructionKeyText (Canvas C))
function DrawInstructionText (Canvas C))
function DrawIntroSubtitles (Canvas C ))
function DrawMessage (Canvas C, int i, float PosX, float PosY, out float DX, out float DY ))
function DrawNumericWidget (Canvas C, out NumericWidget W, out DigitSet D)
function DrawSpriteWidget (Canvas C, out SpriteWidget W)
function DrawTargeting (Canvas C ))
function DrawVehicleName (Canvas C)
function DrawWeaponName (Canvas C))
function GetLocalStatsScreen ()))
function GetScreenCoords (float PosX, float PosY, out float ScreenX, out float ScreenY, out HudLocalizedMessage Message, Canvas C ))
functioncolor GetTeamColor (byte TeamNum))
function LayoutMessage (out HudLocalizedMessage Message, Canvas C ))
functionfont LoadInstructionFont ()))
function LocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject, optional String CriticalString))
function Message (PlayerReplicationInfo PRI, coerce string Msg, name MsgType ))
function PostBeginPlay ()))
function PrecacheFonts (Canvas C))
function SetCropping (bool Active ))
function SetCustomHUDColor ()
function SetInstructionKeyText (string text ))
function SetInstructionText (string text ))
function SetTargeting (bool bShow, optional Vector TargetLocation, optional float Size ))
function Tick (float deltaTime))
function UpdateHud ()
Inherited Functions from Engine.Hud
AddHudOverlay, AddTextMessage, AnnouncementPlayed, BuildMOTD, CanvasDrawActors, CheckCountdown, ConnectFailure, CreateKeyMenus, Destroyed, DisplayBadConnectionAlert, DisplayHit, DisplayMessages, DisplayPortrait, DisplayProgressMessages, Draw3DLine, DrawCanvasLine, DrawCinematicHUD, DrawCrosshair, DrawCustomBeacon, DrawHud, DrawInstructionGfx, DrawLevelAction, DrawRoute, DrawSpectatingHud, DrawTargeting, DrawTypingPrompt, FadeZoom, GetConsoleFont, GetFontSizeIndex, GetLocalStatsScreen, GetMediumFont, GetMediumFontFor, GrowHUD, IsInCinematic, LargerFontThan, LinkActors, LoadFont, LoadFontStatic, LoadProgressFont, LocalizedMessage, Message, NextStats, PostBeginPlay, PostRender, RemoveHudOverlay, Reset, SetCropping, SetInstructionKeyText, SetInstructionText, SetScoreBoardClass, SetTargeting, ShowDebug, ShowHud, ShowScores, ShowStats, ShrinkHUD, StaticDrawCanvasLine, WorldSpaceOverlays
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange


Variables Detail

AtMenus Source code

var localized string AtMenus;

bHideWeaponName Source code

var globalconfig bool bHideWeaponName;

bIsCinematic Source code

var bool bIsCinematic;

bShowTargeting Source code

var transient bool bShowTargeting;

bUseCustomWeaponCrosshairs Source code

var globalconfig bool bUseCustomWeaponCrosshairs;

bUsingCustomHUDColor Source code

var bool bUsingCustomHUDColor;

CustomHUDColor Source code

var globalconfig color CustomHUDColor;

DamageFlash[4] Source code

var color DamageFlash[4];

DamageTime[4] Source code

var float DamageTime[4];

FontsPrecached Source code

var byte FontsPrecached;

InitialViewingString Source code

var localized string InitialViewingString;

LastWeaponName Source code

var string LastWeaponName;

LocationDot Source code

var Material LocationDot;

NowViewing Source code

var localized string NowViewing;

ScoreText Source code

var localized string ScoreText;

TargetingLocation Source code

var transient Vector TargetingLocation;

TargetingSize Source code

var transient float TargetingSize;

TargetMaterial Source code

var Material TargetMaterial;

WaitingToSpawn Source code

var localized string WaitingToSpawn;

WeaponDrawColor Source code

var color WeaponDrawColor;

WeaponDrawTimer Source code

var float WeaponDrawTimer;

WonMatchPostFix Source code

var localized string WonMatchPostFix;

WonMatchPrefix Source code

var localized string WonMatchPrefix;

YouveLostTheMatch Source code

var localized string YouveLostTheMatch;

YouveWonTheMatch Source code

var localized string YouveWonTheMatch;

HudBase

CroppingAmount Source code

var(HudBase) float CroppingAmount;

CroppingMaterial Source code

var(HudBase) Material CroppingMaterial;

Crosshairs Source code

var(HudBase) array<SpriteWidget> Crosshairs;

DoCropping Source code

var(HudBase) bool DoCropping;

Emphasized[4] Source code

var(HudBase) byte Emphasized[4];

InstrDelta Source code

var(HudBase) float InstrDelta;

InstrRate Source code

var(HudBase) float InstrRate;

InstructionFontFont Source code

var(HudBase) font InstructionFontFont;

InstructionFontName Source code

var(HudBase) localized string InstructionFontName;

InstructionKeyText Source code

var(HudBase) string InstructionKeyText;

InstructionText Source code

var(HudBase) string InstructionText;

InstructTextBorderX Source code

var(HudBase) float InstructTextBorderX;

InstructTextBorderY Source code

var(HudBase) float InstructTextBorderY;

LevelActionFontName Source code

var(HudBase) localized String LevelActionFontName;

LevelActionLoading Source code

var(HudBase) localized String LevelActionLoading;

LevelActionPaused Source code

var(HudBase) localized String LevelActionPaused;

LocalMessages[8] Source code

var(HudBase) transient HudLocalizedMessage LocalMessages[8];

PassStyle Source code

var(HudBase) transient ERenderStyle PassStyle;

TeamIndex Source code

var(HudBase) transient int TeamIndex;

text Source code

var(HudBase) localized String text;

VoteMenuClass Source code

var(HudBase) class<Actor> VoteMenuClass;


Enumerations Detail

EScaleMode Source code

enum EScaleMode
{
SM_None, SM_Up, SM_Down, SM_Left, SM_Right
};


Structures Detail

DigitSet Source code

struct DigitSet
{
var Material DigitTexture;
var IntBox TextureCoords[11];
};


HudLocalizedMessage Source code

struct HudLocalizedMessage
{
var Color DrawColor;
var bool Drawn;
var EDrawPivot DrawPivot;
var float DX;
var float DY;
var float EndOfLife;
var float LifeTime;
var class<LocalMessage> Message;
var Object OptionalObject;
var float PosX;
var float PosY;
var PlayerReplicationInfo RelatedPRI;
var PlayerReplicationInfo RelatedPRI2;
var LocalMessage.EStackMode StackMode;
var Font StringFont;
var String StringMessage;
var int Switch;
};


NumericWidget Source code

struct NumericWidget
{
var int bPadWithZeroes;
var EDrawPivot DrawPivot;
var int MinDigitCount;
var int OffsetX;
var int OffsetY;
var float PosX;
var float PosY;
var ERenderStyle RenderStyle;
var float TextureScale;
var Color Tints[2];
var transient int Value;
};


SpriteWidget Source code

struct SpriteWidget
{
var EDrawPivot DrawPivot;
var int OffsetX;
var int OffsetY;
var float PosX;
var float PosY;
var ERenderStyle RenderStyle;
var float Scale;
var EScaleMode ScaleMode;
var IntBox TextureCoords;
var float TextureScale;
var Color Tints[2];
var Material WidgetTexture;
};



Functions Detail

ClearMessage Source code

simulated function ClearMessage ( out HudLocalizedMessage M ) )

CreateKeyMenus Source code

simulated function CreateKeyMenus ( ) )

CustomHUDColorAllowed Source code

function bool CustomHUDColorAllowed ( ) )

DisplayHit Source code

function DisplayHit ( vector HitDir, int Damage, class<DamageType> damageType) )

DisplayLocalMessages Source code

simulated function DisplayLocalMessages ( Canvas C ) )

Draw2DLocationDot Source code

function Draw2DLocationDot ( Canvas C, vector Loc,float OffsetX, float OffsetY, float ScaleX, float ScaleY) )

DrawCinematicHUD Source code

simulated function DrawCinematicHUD ( Canvas C) )

DrawDamageIndicators Source code

function DrawDamageIndicators ( Canvas C) )

DrawHeadShotSphere Source code

simulated function DrawHeadShotSphere ( ) )

DrawHud Source code

simulated function DrawHud ( Canvas C) )

DrawHudPassA Source code

simulated function DrawHudPassA ( Canvas C )

DrawHudPassB Source code

simulated function DrawHudPassB ( Canvas C )

DrawHudPassC Source code

simulated function DrawHudPassC ( Canvas C )

DrawHudPassD Source code

simulated function DrawHudPassD ( Canvas C )

DrawInstructionGfx Source code

simulated function DrawInstructionGfx ( Canvas C) )

DrawInstructionKeyText Source code

simulated function DrawInstructionKeyText ( Canvas C) )

DrawInstructionText Source code

simulated function DrawInstructionText ( Canvas C) )

DrawIntroSubtitles Source code

simulated function DrawIntroSubtitles ( Canvas C ) )

DrawMessage Source code

simulated function DrawMessage ( Canvas C, int i, float PosX, float PosY, out float DX, out float DY ) )

DrawNumericWidget Source code

native simulated function DrawNumericWidget ( Canvas C, out NumericWidget W, out DigitSet D )

DrawSpriteWidget Source code

native simulated function DrawSpriteWidget ( Canvas C, out SpriteWidget W )

DrawTargeting Source code

simulated function DrawTargeting ( Canvas C ) )

DrawVehicleName Source code

function DrawVehicleName ( Canvas C )

DrawWeaponName Source code

simulated function DrawWeaponName ( Canvas C) )

GetLocalStatsScreen Source code

function GetLocalStatsScreen ( ) )

GetScreenCoords Source code

simulated function GetScreenCoords ( float PosX, float PosY, out float ScreenX, out float ScreenY, out HudLocalizedMessage Message, Canvas C ) )

GetTeamColor Source code

static function color GetTeamColor ( byte TeamNum) )

LayoutMessage Source code

simulated function LayoutMessage ( out HudLocalizedMessage Message, Canvas C ) )

LoadInstructionFont Source code

simulated function font LoadInstructionFont ( ) )

LocalizedMessage Source code

simulated function LocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject, optional String CriticalString) )

Message Source code

simulated function Message ( PlayerReplicationInfo PRI, coerce string Msg, name MsgType ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PrecacheFonts Source code

simulated function PrecacheFonts ( Canvas C) )

SetCropping Source code

simulated function SetCropping ( bool Active ) )

SetCustomHUDColor Source code

function SetCustomHUDColor ( )

SetInstructionKeyText Source code

simulated function SetInstructionKeyText ( string text ) )

SetInstructionText Source code

simulated function SetInstructionText ( string text ) )

SetTargeting Source code

simulated function SetTargeting ( bool bShow, optional Vector TargetLocation, optional float Size ) )

Tick Source code

simulated function Tick ( float deltaTime) )

UpdateHud Source code

simulated function UpdateHud ( )


Defaultproperties

defaultproperties
{
    TargetMaterial=Material'InterfaceContent.Hud.fbBombFocus'


    ProgressFontName="UT2003Fonts.FontMedium"


	FontArrayNames(0)="UT2003Fonts.FontEurostile37"
    FontArrayNames(1)="UT2003Fonts.FontEurostile29"
    FontArrayNames(2)="UT2003Fonts.FontEurostile24"
    FontArrayNames(3)="UT2003Fonts.FontEurostile21"
    FontArrayNames(4)="UT2003Fonts.FontEurostile17"
    FontArrayNames(5)="UT2003Fonts.FontEurostile14"
    FontArrayNames(6)="UT2003Fonts.FontEurostile12"
    FontArrayNames(7)="UT2003Fonts.FontEurostile9"
    FontArrayNames(8)="UT2003Fonts.FontSmallText"		

    FontScreenWidthMedium(0)=2048
    FontScreenWidthMedium(1)=1600
    FontScreenWidthMedium(2)=1280
    FontScreenWidthMedium(3)=1024
    FontScreenWidthMedium(4)=800
    FontScreenWidthMedium(5)=640
    FontScreenWidthMedium(6)=512
    FontScreenWidthMedium(7)=400
    FontScreenWidthMedium(8)=320


    FontScreenWidthSmall(0)=4096
    FontScreenWidthSmall(1)=3200
    FontScreenWidthSmall(2)=2560
    FontScreenWidthSmall(3)=2048
    FontScreenWidthSmall(4)=1600
    FontScreenWidthSmall(5)=1280
    FontScreenWidthSmall(6)=1024
    FontScreenWidthSmall(7)=800
    FontScreenWidthSmall(8)=640


    CroppingAmount=0.25
    InstructTextBorderX=10.0
    InstructTextBorderY=10.0
	InstructionFontName="UT2003Fonts.jFontMono800x600"


	WonMatchPrefix=""
	WonMatchPostFix=" won the match!"


	YouveWonTheMatch="You've won the match!"
	YouveLostTheMatch="You've lost the match."
	AtMenus="Press [ESC] to close menu"
	WaitingToSpawn="Press [Fire] to join the match!"
	NowViewing="Now viewing"
    Scoretext="Score"
	InitialViewingString="Press Fire to View a different Player"
    LevelActionLoading="LOADING..."
    LevelActionPaused="PAUSED"
    LevelActionFontName="UT2003Fonts.FontMedium"
    LocationDot=Material'HudContent.Generic.HUD'


	bUseCustomWeaponCrosshairs=true
	Crosshairs(0)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Cross1',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.750000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(1)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Cross2',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.750000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(2)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Cross3',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.750000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(3)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Cross4',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.750000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(4)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Cross5',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.750000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(5)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Dot',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.750000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(6)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Pointer',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.600000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(7)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Triad1',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.700000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(8)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Triad2',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.700000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(9)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Triad3',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.700000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(10)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Bracket1',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.600000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(11)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Bracket2',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.600000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(12)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Circle1',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.400000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
	Crosshairs(13)=(WidgetTexture=Texture'Crosshairs.HUD.Crosshair_Circle2',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.400000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
}

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Creation time: Do 14.8.2014 09:58:08.762 - Created with UnCodeX