IW4-Dump-Files/maps/_inventory.gsc

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2017-07-08 11:47:21 -07:00
/*
Usage:
inventory_hud_elem = inventory_cr eate(shader,show_icon)
Creates a new hud element.
Shader is the name of a shader found in the hud.gdt.
show_icon defaults to false.
Inventory items will stack in the order they are created.
inventory_hud_elem inventory_show();
Shows the hud element
inventory_hud_elem inventory_hide();
Hides the hud element
inventory_hud_elem inventory_destroy();
Destroyed the hud element
*/
main()
{
level.inventory = [];
}
inventory_create( shader, show_icon )
{
// feature disabled.
if ( true )
return spawnstruct();
// Creates a hud element for the inventroy.
// Shader is the name of a shader found in the hud.gdt. Assumed to be 64x64 units.
assert( isdefined( shader ) );
if ( !isdefined( show_icon ) )
show_icon = false;
ent = newHudElem();
ent.alignX = "right";
ent.alignY = "top";
ent.horzAlign = "right";
ent.vertAlign = "top";
ent.alpha = 0;
ent.index = level.inventory.size;
ent.show_icon = show_icon;
ent setshader( shader, 40, 40 ); // 40, 40 makes for ~64x64 in 1024 * 768
level.inventory[ ent.index ] = ent;
inventroy_update();
return ent;
}
inventory_hide()
{
// feature disabled.
if ( true )
return;
self.show_icon = false;
inventroy_update();
}
inventory_show()
{
// feature disabled.
if ( true )
return;
self.show_icon = true;
inventroy_update();
}
inventroy_update()
{
// feature disabled.
if ( true )
return;
// Updates the location and visibility state for each item in the inventory
x = -18;
y = 8;
gap = 42;
position = 0;
for ( i = 0; i < level.inventory.size; i++ )
{
if ( level.inventory[ i ].show_icon )
{
new_y = y + ( gap * position );
if ( new_y != level.inventory[ i ].y )
{
level.inventory[ i ].x = x;
if ( level.inventory[ i ].alpha != 0 )
level.inventory[ i ] moveovertime( .3 );
level.inventory[ i ].y = new_y;
}
if ( level.inventory[ i ].alpha != 1 )
{
level.inventory[ i ] fadeovertime( .3 );
level.inventory[ i ].alpha = 1;
}
position++ ;
}
else
{
level.inventory[ i ] fadeovertime( .3 );
level.inventory[ i ].alpha = 0;
}
}
}
inventory_destroy()
{
// feature disabled.
if ( true )
return;
// Destroyes the hud element and removes it from the inventory.
self destroy();
index = 0;
old_inventory = level.inventory;
level.inventory = [];
for ( i = 0; i < old_inventory.size; i++ )
{
if ( isdefined( old_inventory[ i ] ) )
level.inventory[ level.inventory.size ] = old_inventory[ i ];
}
inventroy_update();
}