cod4-sdk/raw/maps/_inventory.gsc

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2008-01-19 00:00:00 +00:00
/*
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();
}