#include "ui/menudef.h" #include "ui_mp/common_macro.inc" #include "ui_mp/stats_info.inc" #include "ui/framestyle.inc" #include "ui_mp/newframe.inc" #undef CHOICE_X_START #define CHOICE_X_START 30 #undef CHOICE_Y_START #define CHOICE_Y_START -105 #ifdef PC #define PC_INGAME #endif #include "ui_mp/menustyle.inc" #include "ui/choices_setup_common.menu" #include "ui_mp/overlaybg.inc" #define MENU_LOCKED_COLOR 0.25 0.25 0.25 0.25 #undef BUTTON_BG_X_START #define BUTTON_BG_X_START 30 #undef BUTTON_BG_Y_START #define BUTTON_BG_Y_START 42 #undef CHOICE_TEXTSTYLE #define CHOICE_TEXTSTYLE ITEM_TEXTSTYLE_NORMAL #undef CHOICE_SIZE_X #define CHOICE_SIZE_X 200 #undef CHOICE_HORIZONTAL_ALIGN #define CHOICE_HORIZONTAL_ALIGN HORIZONTAL_ALIGN_LEFT #undef CHOICE_VERTICAL_ALIGN #define CHOICE_VERTICAL_ALIGN VERTICAL_ALIGN_CENTER // ------ #undef ON_ESC { { menuDef { name "changeloadout" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setLocalVarString ui_team "marines" execNow exec "mywhitelist.cfg"; } onEsc { close self; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay itemDef { style WINDOW_STYLE_FILLED rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN backcolor 0 0 0 .75 visible 1 decoration } CHOICE_MENU_TITLE_ALIGN_VIS( "Class Loadout", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 2 ) #define BACK_OPEN ; //#include "ui_mp/navcontrols.inc" FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, "1. Primary", close self; open main_weapons1;, ;, ;, 1, ;) execKey "1" { close self; open main_weapons1; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 2, "2. Secondary", close self; open secondary_weapons1;, ;, ;, 1, ;) execKey "2" { close self; open secondary_weapons1; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 3, "3. Tactical", close self; open tactical_grenades1;, ;, ;, 1, ;) execKey "3" { close self; open tactical_grenades1; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 4, "4. Camo", close self; open camos_weapons1;, ;, ;, 1, ;) execKey "4" { close self; open camos_weapons1; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 6, "5. Start !", close self;, ;, ;, 1, ;) execKey "5" { close self; } itemDef { style WINDOW_STYLE_SHADER rect 0 0 854 75 HORIZONTAL_ALIGN_FULLSCREEN 0 background "gradient_top" visible 1 decoration } itemDef { style WINDOW_STYLE_SHADER rect 0 405 854 75 HORIZONTAL_ALIGN_FULLSCREEN 0 background "gradient_bottom" visible 1 decoration } itemDef { style WINDOW_STYLE_SHADER rect -225 130 420 80 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER background "white" forecolor 0 0 0 0.8 border 1 bordersize 1.5 bordercolor 0.5 0.5 0.5 0.8 visible 1 decoration } // get loadout pic defs #define DATA_TABLE_PRIMARY GetDefaultClassSlot( dvarstring( ui_class ), "primary" ) #define DATA_TABLE_PRIMARY_GRENADE GetDefaultClassSlot( dvarstring( ui_class ), "primarygrenade" ) #define DATA_TABLE_SECONDARY GetDefaultClassSlot( dvarstring( ui_class ), "secondary" ) #define DATA_TABLE_SPECIAL_GRENADE GetDefaultClassSlot( dvarstring( ui_class ), "specialgrenade" ) #define STATS_PRIMARY getCACItemIndex( ( dvarString( ui_custom_name ) ), "primary" ) #define STATS_PRIMARY_GRENADE getCACItemIndex( ( dvarString( ui_custom_name ) ), "primarygrenade" ) #define STATS_SECONDARY getCACItemIndex( ( dvarString( ui_custom_name ) ), "secondary" ) #define STATS_SPECIAL_GRENADE getCACItemIndex( ( dvarString( ui_custom_name ) ), "specialgrenade" ) #define STAT_CAC_PRIMARY int(min( STATS_PRIMARY + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY + dvarInt(ui_multi_dt) )) #define STAT_CAC_PRIMARY_GRENADE int(min( STATS_PRIMARY_GRENADE + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY_GRENADE + dvarInt(ui_multi_dt) )) #define STAT_CAC_SECONDARY int(min( STATS_SECONDARY + dvarInt(ui_multi_s), DATA_TABLE_SECONDARY + dvarInt(ui_multi_dt) )) #define STAT_CAC_SPECIAL_GRENADE int(min( STATS_SPECIAL_GRENADE + dvarInt(ui_multi_s), DATA_TABLE_SPECIAL_GRENADE + dvarInt(ui_multi_dt) )) // main weapon pic PREPROC_SHADER_DRAW_ADV_VIS_EX( -220, //x 130, //y 180, //w 90, //h HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, GetItemImage( AK47 ), 1 1 1 1, 1, ; ) //off hand PREPROC_SHADER_DRAW_ADV_VIS_EX( -40, 130, 180, 90, HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, GetItemImage( STAT_CAC_SECONDARY ), 1 1 1 1, 1, ; ) //nade PREPROC_SHADER_DRAW_ADV_VIS_EX( 150, 140, 40, 25, HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, GetItemImage( STAT_CAC_PRIMARY_GRENADE ), 1 1 1 1, 1, ; ) //smoke/flash PREPROC_SHADER_DRAW_ADV_VIS_EX( 150, 180, 40, 25, HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, GetItemImage( STAT_CAC_SPECIAL_GRENADE ), 1 1 1 1, 1, ; ) #include "ui/safearea.menu" } } menuDef { name "main_weapons1" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setLocalVarString ui_team "marines" } onEsc { close self; open changeloadout; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay itemDef { style WINDOW_STYLE_FILLED rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN backcolor 0 0 0 .75 visible 1 decoration } CHOICE_MENU_TITLE_ALIGN_VIS( "Main Weapons", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 2 ) //#include "ui_mp/navcontrols.inc" FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, "1. Assault", close self; open assault_weapons1; scriptMenuResponse "class*assault";, ;, ;, (dvarint(assault_count) < 3), ;) execKey "1" { if(dvarint(assault_count) < 3) { close self; open assault_weapons1; scriptMenuResponse "class*assault"; } } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 2, "2. Smg", close self; open smg_weapons1; scriptMenuResponse "class*smg";, ;, ;, (dvarint(smg_count) < 3), ;) execKey "2" { if(dvarint(smg_count) < 3) { close self; open smg_weapons1; scriptMenuResponse "class*smg"; } } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 3, "3. Sniper", close self; open sniper_weapons1; scriptMenuResponse "class*sniper";, ;, ;, (dvarint(sniper_count) < 3), ;) execKey "3" { if(dvarint(sniper_count) < 3) { close self; open sniper_weapons1; scriptMenuResponse "class*sniper"; } } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 4, "4. Demo-shotgun", close self; open demo_weapons1; scriptMenuResponse "class*demo";, ;, ;, (dvarint(demo_count) < 3) && ( dvarString( g_gametype ) == "ctf" ), ;) execKey "4" { if(dvarint(demo_count) < 3) { close self; open demo_weapons1; scriptMenuResponse "class*demo"; } } #include "ui/safearea.menu" } menuDef { name "assault_weapons1" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setLocalVarString ui_team "marines" } onEsc { close self; open changeloadout; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay itemDef { style WINDOW_STYLE_FILLED rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN backcolor 0 0 0 .75 visible 1 decoration } CHOICE_MENU_TITLE_ALIGN_VIS( "Assault Weapons", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 2 ) //#include "ui_mp/navcontrols.inc" #define IS_ASSAULT ( dvarString( selected_class ) == assault ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, "1. AK-47", scriptMenuResponse "give_ak47"; close self; open changeloadout;, ;, ;, 1, ;) execKey "1" { scriptMenuResponse "give_ak47"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 2, "2. Commando", scriptMenuResponse "give_commando"; close self; open changeloadout;, ;, ;, 1, ;) execKey "2" { scriptMenuResponse "give_commando"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 3, "3. Galil", scriptMenuResponse "give_galil"; close self; open changeloadout;, ;, ;, 1, ;) execKey "3" { scriptMenuResponse "give_galil"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 4, "4. M14", scriptMenuResponse "give_m14"; close self; open changeloadout;, ;, ;, 1, ;) execKey "4" { scriptMenuResponse "give_m14"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 5, "5. M16", scriptMenuResponse "give_m16"; close self; changeloadout;, ;, ;, 1, ;) execKey "5" { scriptMenuResponse "give_m16"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 6, "6. Enfield", scriptMenuResponse "give_enfield"; close self; open changeloadout;, ;, ;, 1, ;) execKey "6" { scriptMenuResponse "give_enfield"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 7, "7. FN FAL", scriptMenuResponse "give_fnfal"; close self; changeloadout;, ;, ;, 1, ;) execKey "7" { scriptMenuResponse "give_fnfal"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 8, "8. G11", scriptMenuResponse "give_g11"; close self; open changeloadout;, ;, ;, 1, ;) execKey "8" { scriptMenuResponse "give_g11"; close self; open changeloadout; } //attributes #define CAC_HEIGHT 377 #define CAC_WIDTH ( CAC_HEIGHT * FRAME_ASPECT_RATIO ) #define GUN_ATTRIBUTES_VIS ( !dvarBool( ui_cac_gun_attributes_vis ) && !IsCurrentItemClassified() ) #define WEAPON_STAT_NAMES_X 95 #define WEAPON_STATS_Y 85 #define WEAPON_STAT_SPACING 17 #define WEAPON_ATTRIBUTE_NAMES_X WEAPON_STAT_NAMES_X #define WEAPON_ATTRIBUTE_BAR_X (WEAPON_ATTRIBUTE_NAMES_X+60) #define WEAPON_ATTRIBUTE_BAR_HEIGHT 9 #define WEAPON_ATTRIBUTE_BAR_WIDTH (WEAPON_ATTRIBUTE_BAR_HEIGHT*10) #define ATTRIBUTES_TABLE_COL_REF 1 #define ATTRIBUTES_TABLE_COL_ACCURACY 2 #define ATTRIBUTES_TABLE_COL_DAMAGE 3 #define ATTRIBUTES_TABLE_COL_RANGE 4 #define ATTRIBUTES_TABLE_COL_FIRE_RATE 5 #define ATTRIBUTES_TABLE_COL_MOBILITY 6 #define ATTRIBUTES_TABLE_COL_FIRE_TYPE 8 /* WEAPON ATTRIBUTES */ #define DAMAGE_BAR_Y (WEAPON_STATS_Y+2) /* Weapon damage label */ PREPROC_TEXT_DRAW_VIS_EX( WEAPON_ATTRIBUTE_NAMES_X (DAMAGE_BAR_Y-2) 10 10 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 0, "@MPUI_DAMAGE_CAPS", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_TOP_LEFT, NEW_FRAME_COMMON_TEXT_COLOR, when( GUN_ATTRIBUTES_VIS ), ; ) /* Weapon damage bar */ itemDef { name "damageBar" type ITEM_TYPE_OWNERDRAW rect WEAPON_ATTRIBUTE_BAR_X DAMAGE_BAR_Y WEAPON_ATTRIBUTE_BAR_WIDTH WEAPON_ATTRIBUTE_BAR_HEIGHT HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor 1 1 1 1 ownerdraw UI_DRAW_ATTRIBUTE_BAR dvar ui_numBarPartitions exp ownerdata( ATTRIBUTES_TABLE_COL_DAMAGE ); visible when( GUN_ATTRIBUTES_VIS ) decoration } #define RANGE_BAR_Y (DAMAGE_BAR_Y+WEAPON_STAT_SPACING) /* Weapon range label */ PREPROC_TEXT_DRAW_VIS_EX( WEAPON_ATTRIBUTE_NAMES_X (RANGE_BAR_Y-2) 10 10 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 0, "@MPUI_RANGE_CAPS", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_TOP_LEFT, NEW_FRAME_COMMON_TEXT_COLOR, when( GUN_ATTRIBUTES_VIS ), ; ) /* Weapon damage bar */ itemDef { name "rangeBar" type ITEM_TYPE_OWNERDRAW rect WEAPON_ATTRIBUTE_BAR_X RANGE_BAR_Y WEAPON_ATTRIBUTE_BAR_WIDTH WEAPON_ATTRIBUTE_BAR_HEIGHT HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor 1 1 1 1 ownerdraw UI_DRAW_ATTRIBUTE_BAR dvar ui_numBarPartitions exp ownerdata( ATTRIBUTES_TABLE_COL_RANGE ); visible when( GUN_ATTRIBUTES_VIS ) decoration } #define ACCURACY_BAR_Y (RANGE_BAR_Y+WEAPON_STAT_SPACING) /* Weapon accuracy label */ PREPROC_TEXT_DRAW_VIS_EX( WEAPON_ATTRIBUTE_NAMES_X (ACCURACY_BAR_Y-2) 10 10 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 0, "@MPUI_ACCURACY_CAPS", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_TOP_LEFT, NEW_FRAME_COMMON_TEXT_COLOR, when( GUN_ATTRIBUTES_VIS ), ; ) /* Weapon accuracy bar */ itemDef { name "accuracyBar" type ITEM_TYPE_OWNERDRAW rect WEAPON_ATTRIBUTE_BAR_X ACCURACY_BAR_Y WEAPON_ATTRIBUTE_BAR_WIDTH WEAPON_ATTRIBUTE_BAR_HEIGHT HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor 1 1 1 1 ownerdraw UI_DRAW_ATTRIBUTE_BAR dvar ui_numBarPartitions exp ownerdata( ATTRIBUTES_TABLE_COL_ACCURACY ); visible when( GUN_ATTRIBUTES_VIS ) decoration } #define MOBILITY_BAR_Y (ACCURACY_BAR_Y+WEAPON_STAT_SPACING) /* Weapon mobility label */ PREPROC_TEXT_DRAW_VIS_EX( WEAPON_ATTRIBUTE_NAMES_X (MOBILITY_BAR_Y-2) 10 10 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 0, "@MPUI_MOBILITY_CAPS", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_TOP_LEFT, NEW_FRAME_COMMON_TEXT_COLOR, when( GUN_ATTRIBUTES_VIS ), ; ) /* Weapon mobility bar */ itemDef { name "mobilityBar" type ITEM_TYPE_OWNERDRAW rect WEAPON_ATTRIBUTE_BAR_X MOBILITY_BAR_Y WEAPON_ATTRIBUTE_BAR_WIDTH WEAPON_ATTRIBUTE_BAR_HEIGHT HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor 1 1 1 1 ownerdraw UI_DRAW_ATTRIBUTE_BAR dvar ui_numBarPartitions exp ownerdata( ATTRIBUTES_TABLE_COL_MOBILITY ); visible when( GUN_ATTRIBUTES_VIS ) decoration } #ifndef PC // ROTATE ============================================================= PREPROC_TEXT_DRAW( 95 (CAC_HEIGHT/2) 50 17 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 0, "@PLATFORM_ROTATE", TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_BOTTOM_LEFT, 1 1 1 1 ) #endif #define WEAPON_FIRE_TYPE \ tablelookup( "mp/attributesTable.csv", ATTRIBUTES_TABLE_COL_REF, GetItemRef( GetCurrentItemIndex() ), ATTRIBUTES_TABLE_COL_FIRE_TYPE ) #define FULL_AUTO_ATTACHMENT \ ( ( ( GetAttachmentName( GetItemAttachment( GetCurrentItemIndex(), GetCurrentItemAttachmentNum() ) ) == "MPUI_AUTO" ) && ( IS_ATTACHMENT_LIST_OPEN ) ) || ( ( GetAttachmentName( GetItemEquippedAttachment( dvarString( ui_custom_name ), GET_SLOT_STAT, 0 ) ) == "MPUI_AUTO" ) && ( IS_NO_LIST_OPEN ) ) ) #define FIRE_RATE_Y (MOBILITY_BAR_Y+WEAPON_STAT_SPACING) /* Weapon FIRE RATE */ PREPROC_TEXT_DRAW_VIS_EX( WEAPON_ATTRIBUTE_NAMES_X (FIRE_RATE_Y-2) 10 10 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 0, "@MPUI_FIRE_RATE_CAPS", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_TOP_LEFT, NEW_FRAME_COMMON_TEXT_COLOR, when( GUN_ATTRIBUTES_VIS ), ; ) /* Weapon fire rate bar shown only when weapon is full auto */ itemDef { name "fireRateBar" type ITEM_TYPE_OWNERDRAW rect WEAPON_ATTRIBUTE_BAR_X FIRE_RATE_Y WEAPON_ATTRIBUTE_BAR_WIDTH WEAPON_ATTRIBUTE_BAR_HEIGHT HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor 1 1 1 1 ownerdraw UI_DRAW_ATTRIBUTE_BAR dvar ui_numBarPartitions exp ownerdata( ATTRIBUTES_TABLE_COL_FIRE_RATE ); visible when( GUN_ATTRIBUTES_VIS && WEAPON_FIRE_TYPE == "MPUI_FULL_AUTO" ) decoration } PREPROC_TEXT_DRAW_VIS_EX( WEAPON_ATTRIBUTE_BAR_X (FIRE_RATE_Y-2) 10 10 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 0, "@"+WEAPON_FIRE_TYPE, TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_TOP_LEFT, NEW_FRAME_ORANGE_RGB 1, when( GUN_ATTRIBUTES_VIS && WEAPON_FIRE_TYPE != "MPUI_FULL_AUTO" && !FULL_AUTO_ATTACHMENT ), ; ) PREPROC_TEXT_DRAW_VIS_EX( WEAPON_ATTRIBUTE_BAR_X (FIRE_RATE_Y-2) 10 10 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 0, "@MPUI_FULL_AUTO", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_TOP_LEFT, NEW_FRAME_ORANGE_RGB 1, when( GUN_ATTRIBUTES_VIS && WEAPON_FIRE_TYPE != "MPUI_FULL_AUTO" && FULL_AUTO_ATTACHMENT ), ; ) #define TOGGLE_ATTRIBUTES_AND_STATS \ if( dvarBool( ui_cac_gun_attributes_vis ) ) \ { \ setDvar ui_cac_gun_attributes_vis 0; } \ else \ { \ setDvar ui_cac_gun_attributes_vis 1; \ } // Gun Stats #ifdef PC #undef CHOICE_TEXTSIZE #define CHOICE_TEXTSIZE TEXTSIZE_DEFAULT #undef CHOICE_TEXTFONT #define CHOICE_TEXTFONT UI_FONT_NORMAL #define BUTTON_SPACING 20 #define GUN_STATS_BUTTON_OFFSET ( getTextWidth( locString( "@PLATFORM_BACK" ), CHOICE_TEXTFONT, TEXTSIZE_DEFAULT ) + 8 + BUTTON_SPACING ) NEW_FRAME_BUTTON_PC_LEFT_OFFSET( CAC_WIDTH, CAC_HEIGHT, GUN_STATS_BUTTON_OFFSET, "@PLATFORM_GUN_STATS", TOGGLE_ATTRIBUTES_AND_STATS, when( !dvarBool( ui_cac_gun_attributes_vis ) ) ) #else // #ifdef PC itemDef { type ITEM_TYPE_BUTTON rect 180 ( CAC_HEIGHT / 2 ) 50 17 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER text "@PLATFORM_GUN_STATS" textfont CHOICE_TEXTFONT textscale TEXTSIZE_DEFAULT textalign ITEM_ALIGN_BOTTOM_LEFT execkeyint BUTTON_BACK { TOGGLE_ATTRIBUTES_AND_STATS } visible when( !dvarBool( ui_cac_gun_attributes_vis ) ) decoration } #endif // #ifdef PC // Gun Attributes #ifdef PC NEW_FRAME_BUTTON_PC_LEFT_OFFSET( CAC_WIDTH, CAC_HEIGHT, GUN_STATS_BUTTON_OFFSET, "@PLATFORM_GUN_ATTRIBUTES", TOGGLE_ATTRIBUTES_AND_STATS, when( dvarBool( ui_cac_gun_attributes_vis ) ) ) #else // #ifdef PC itemDef { type ITEM_TYPE_BUTTON rect 180 ( CAC_HEIGHT / 2 ) 50 17 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER text "@PLATFORM_GUN_ATTRIBUTES" textfont CHOICE_TEXTFONT textscale TEXTSIZE_DEFAULT textalign ITEM_ALIGN_BOTTOM_LEFT execkeyint BUTTON_BACK { TOGGLE_ATTRIBUTES_AND_STATS } visible when( dvarBool( ui_cac_gun_attributes_vis ) ) decoration } #endif // #ifdef PC #include "ui/safearea.menu" } menuDef { name "demo_weapons1" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setLocalVarString ui_team "marines" } onEsc { close self; open changeclass; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay itemDef { style WINDOW_STYLE_FILLED rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN backcolor 0 0 0 .75 visible 1 decoration } CHOICE_MENU_TITLE_ALIGN_VIS( "ShotGun's", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 2 ) //#include "ui_mp/navcontrols.inc" #define IS_SHOTGUN ( dvarString( selected_class ) == shotgun ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, "1. StakeOut", scriptMenuResponse "give_stakeout"; close self; open secondary_weapons;, ;, ;, ( dvarString( g_gametype ) == "ctf" ), ;) execKey "1" { scriptMenuResponse "give_stakeout"; close self; open secondary_weapons; } #include "ui/safearea.menu" } menuDef { name "smg_weapons1" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setLocalVarString ui_team "marines" } onEsc { close self; open changeloadout; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay itemDef { style WINDOW_STYLE_FILLED rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN backcolor 0 0 0 .75 visible 1 decoration } CHOICE_MENU_TITLE_ALIGN_VIS( "Smg Weapons", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 2 ) //#include "ui_mp/navcontrols.inc" #define IS_SMG ( dvarString( selected_class ) == smg ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, "1. AK-74u", scriptMenuResponse "give_ak74u"; close self; open changeloadout;, ;, ;, 1, ;) execKey "1" { scriptMenuResponse "give_ak74u"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 2, "2. MP5k", scriptMenuResponse "give_mp5k"; close self; open changeloadout;, ;, ;, 1, ;) execKey "2" { scriptMenuResponse "give_mp5k"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 3, "3. Uzi", scriptMenuResponse "give_uzi"; close self; open changeloadout;, ;, ;, 1, ;) execKey "3" { scriptMenuResponse "give_uzi"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 4, "4. Skorpion", scriptMenuResponse "give_skorpion"; close self; open changeloadout;, ;, ;, 1, ;) execKey "4" { scriptMenuResponse "give_skorpion"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 5, "5. MAC11", scriptMenuResponse "give_mac11"; close self; open changeloadout;, ;, ;, 1, ;) execKey "5" { scriptMenuResponse "give_mac11"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 6, "6. PM63", scriptMenuResponse "give_pm63"; close self; open changeloadout;, ;, ;, 1, ;) execKey "6" { scriptMenuResponse "give_pm63"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 7, "7. MPL", scriptMenuResponse "give_mpl"; close self; open changeloadout;, ;, ;, 1, ;) execKey "7" { scriptMenuResponse "give_mpl"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 8, "8. Spectre", scriptMenuResponse "give_spectre"; close self; open changeloadout;, ;, ;, 1, ;) execKey "8" { scriptMenuResponse "give_spectre"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 9, "9. Kiparis", scriptMenuResponse "give_kiparis"; close self; open changeloadout;, ;, ;, 1, ;) execKey "9" { scriptMenuResponse "give_kiparis"; close self; open changeloadout; } #include "ui/safearea.menu" } menuDef { name "sniper_weapons1" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setLocalVarString ui_team "marines" } onEsc { close self; open changeloadout; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay itemDef { style WINDOW_STYLE_FILLED rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN backcolor 0 0 0 .75 visible 1 decoration } CHOICE_MENU_TITLE_ALIGN_VIS( "Sniper Weapons", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 2 ) //#include "ui_mp/navcontrols.inc" #define IS_SNIPE ( dvarString( selected_class ) == sniper ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, "1. L96A1", scriptMenuResponse "give_l96a1"; close self; open changeloadout;, ;, ;, 1, ;) execKey "1" { scriptMenuResponse "give_l96a1"; close self; open changeloadout; } #include "ui/safearea.menu" } menuDef { name "secondary_weapons1" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setLocalVarString ui_team "marines" } onEsc { close self; open changeloadout; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay #define FIRST_SECONDARY_BUTTON_INDEX 1 #define SECOND_SECONDARY_BUTTON_INDEX 2 #define THIRD_SECONDARY_BUTTON_INDEX 3 #define FOURTH_SECONDARY_BUTTON_INDEX 4 #define FIFTH_SECONDARY_BUTTON_INDEX 5 itemDef { style WINDOW_STYLE_FILLED rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN backcolor 0 0 0 .75 visible 1 decoration } CHOICE_MENU_TITLE_ALIGN_VIS( "Secondary Weapon", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 2 ) //#include "ui_mp/navcontrols.inc" FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, "1. CZ75", scriptMenuResponse "give_cz75"; close self; open changeloadout;, ;, ;, 1, ;) execKey "1" { scriptMenuResponse "give_cz75"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 2, "2. Python", scriptMenuResponse "give_python"; close self; open changeloadout;, ;, ;, 1, ;) execKey "2" { scriptMenuResponse "give_python"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 3, "3. ASP", scriptMenuResponse "give_asp"; close self; open changeloadout;, ;, ;, 1, ;) execKey "3" { scriptMenuResponse "give_asp"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 4, "4. M1911", scriptMenuResponse "give_m1911"; close self; open changeloadout;, ;, ;, 1, ;) execKey "4" { scriptMenuResponse "give_m1911"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 5, "5. Makarov", scriptMenuResponse "give_makarov"; close self; open changeloadout;, ;, ;, 1, ;) execKey "5" { scriptMenuResponse "give_makarov"; close self; open changeloadout; } #include "ui/safearea.menu" } menuDef { name "tactical_grenades1" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setLocalVarString ui_team "marines" } onEsc { close self; open changeloadout; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay itemDef { style WINDOW_STYLE_FILLED rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN backcolor 0 0 0 .75 visible 1 decoration } CHOICE_MENU_TITLE_ALIGN_VIS( "Tactical Grenade", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 2 ) #define FIRST_TACTICAL_BUTTON_INDEX 1 //#include "ui_mp/navcontrols.inc" FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, "1. Smoke Grenade", scriptMenuResponse "give_smoke"; close self; open changeloadout;, ;, ;, 1, ;) execKey "1" { scriptMenuResponse "give_smoke"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 2, "2. Flash Grenade", scriptMenuResponse "give_flash"; close self; open changeclass;, ;, ;, ( dvarString( g_gametype ) == "sd" ), ;) execKey "2" { scriptMenuResponse "give_flash"; close self; open changeclass; } #include "ui/safearea.menu" } menuDef { name "camos_weapons1" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setLocalVarString ui_team "marines" } onEsc { close self; open changeloadout; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay itemDef { style WINDOW_STYLE_FILLED rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN backcolor 0 0 0 .75 visible 1 decoration } CHOICE_MENU_TITLE_ALIGN_VIS( "Camouflage", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 2 ) //#include "ui_mp/navcontrols.inc" FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, "1. None", scriptMenuResponse "camo_none"; close self; open changeloadout;, ;, ;, 1, ;) execKey "1" { scriptMenuResponse "camo_none"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 2, "2. Tiger", scriptMenuResponse "camo_tiger"; close self; open changeloadout;, ;, ;, 1, ;) execKey "2" { scriptMenuResponse "camo_tiger"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 3, "3. Siberia", scriptMenuResponse "camo_siberia"; close self; open changeloadout;, ;, ;, 1, ;) execKey "3" { scriptMenuResponse "camo_siberia"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 4, "4. Yukon", scriptMenuResponse "camo_yukon"; close self; open changeloadout;, ;, ;, 1, ;) execKey "4" { scriptMenuResponse "camo_yukon"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 5, "5. Woodland", scriptMenuResponse "camo_woodland"; close self; open changeloadout;, ;, ;, 1, ;) execKey "5" { scriptMenuResponse "camo_woodland"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 6, "6. Red", scriptMenuResponse "camo_red"; close self; open changeloadout;, ;, ;, 1, ;) execKey "6" { scriptMenuResponse "camo_red"; close self; open changeloadout; } FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 7, "7. Golden", scriptMenuResponse "camo_golden"; close self; open changeloadout;, ;, ;, 1, ;) execKey "7" { scriptMenuResponse "camo_golden"; close self; open changeloadout; } #include "ui/safearea.menu" } }