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# Gameplay.RadarInfo

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    class RadarInfo extends Core.Object
    	config
    	native;

    enum EColorType
    {
    	COLOR_UserPref,
    	COLOR_Relative,
    	COLOR_Team,
    	COLOR_Neutral,
    	COLOR_Absolute,
    };

    enum EIconType
    {
    	ICON_Radar,
    	ICON_Viewport
    };

    struct native MaterialDef
    {
    	var() config Material	Material;
    	var() config MatCoords	Coords;
    	var() config Color		DrawColor;
    	var() config float		Alpha;

    	var() config bool		bFlashing		"Flashing flag, when set the icon will flash on and off";
    	var() config float		flashFrequency	"How long the flash should take in seconds";
    };

    var() config editinline Array<MaterialDef>	radarIcons			"Array of icon materials for the radar, each index is a different state";
    var() config editinline Array<MaterialDef>	viewportIcons		"Array of icon materials for the viewport markers, each index is a different state";
    var() config editinline MaterialDef		UpIndicator			"Up indicator texture for this radar info marker";
    var() config editinline MaterialDef		DownIndicator		"Down indicator texture for this radar info marker";

    var() class<Object>			relatedObjectClass	"Class of the object this radar info is related to";
    var() localized String		infoLabel			"info label for display next to the marker";
    var() Vector				markerOffset		"offset of the on screen marker from the objects pivot";
    var() bool					bOccluded			"Whether the object's viewport marker will be occluded";
    var() bool					bRespectRange		"Whether the object's viewport marker will only display within range";
    var() bool					bRespectZoom		"Whether the object's radar marker will respect the radar zoom";
    var() bool					bDisplayViewport	"Whether the object will be marked on the viewport";
    var() bool					bDisplayRadar		"Whether the object will be marked on the radar";
    var() bool					bDisplayCommandMap	"Whether the object will be marked on the command map";
    var() bool					bShowHeightMarker	"Whether to show the relative height of this marker to the player";
    var() bool					bNoSizeReduction	"Set to ignore marker size reduction imposed by the radar";
    var() bool					bDisplayDistance	"Whether the Distance will be shown on the radar when the object is out of range (only works if bRespectZoom = false)";
    var() EColorType			colorType			"Method for rendering the icons";
    var() Color					friendlyColor		"Color for friendly icons";
    var() Color					enemyColor			"Color for enemy icons";
    var() Color					neutralColor		"Color for neutral icons";
    var() float					newDuration			"How long the icon will be considered 'new' for";
    var() float					deadDuration		"How long the icon will flash after death before being removed";

    defaultproperties
    {
    	UpIndicator=(Material=Texture'HUD.Radar',Coords=(U=176,V=192,UL=16,VL=42),DrawColor=(R=255,G=255,B=255,A=255),Alpha=1)
    	DownIndicator=(Material=Texture'HUD.Radar',Coords=(U=192,V=192,UL=16,VL=42),DrawColor=(R=255,G=255,B=255,A=255),Alpha=1)
    	relatedObjectClass = class'Actor'
    	infoLabel = ""
    	markerOffset = (X=0,Y=0,Z=120)
    	bRespectRange = true
    	bRespectZoom = true
    	bDisplayViewport = true
    	bDisplayRadar = true
    	bDisplayCommandMap = true
    	colorType = COLOR_UserPref
    	friendlyColor = (R=20,G=230,B=20,A=255)
    	enemyColor = (R=230,G=20,B=20,A=255)
    	neutralColor = (R=200,G=200,B=20,A=255)
    	newDuration=10
    	deadDuration=10
    }

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Class file time: ne 5.9.2004 15:53:14.000 - Creation time: st 23.5.2018 00:10:46.666 - Created with UnCodeX