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# Gameplay.TribesHUDBase

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    class TribesHUDBase extends Engine.HUD
    	native;

    import enum EObjectiveStatus from ObjectiveInfo;
    import enum EObjectiveType from ObjectiveInfo;
    import enum EAllyType from ObjectiveInfo;
    import enum EStateType from ObjectiveInfo;

    import enum EInputKey from Engine.Interaction;
    import enum EInputAction from Engine.Interaction;

    var bool	bAllowCommandHUDSwitching;
    var bool	bShowCursor;

    var PlayerCharacterController	Controller;
    var ClientSideCharacter			ClientSideChar;
    var localized string			quickKeyText;

    struct native TagBindingMap
    {
    	var String Tag;
    	var String BindingText;
    	var String BoundKey;
    };

    var Array<TagBindingMap> TagBindings;

    native function String ReplacePromptKeyBinds(String PromptText);

    simulated event PostBeginPlay()
    {
    	Super.PostBeginPlay();

    	Controller = PlayerCharacterController(PlayerOwner);
    	ClientSideChar = Controller.clientSideChar;
    }

    // called when the HUD is shown
    simulated function HUDShown();

    // called when the HUD is Hidden
    simulated function HUDHidden();

    // Key events
    function bool KeyType( EInputKey Key, optional string Unicode );

    function bool KeyEvent( EInputKey Key, EInputAction Action, FLOAT Delta );

    simulated function Cleanup();

    simulated function bool NeedsKeyInput()
    {
    	return false;
    }

    simulated function Character GetCharacter()
    {
    	local Character character;

    	character = Controller.character;

    	// Failsafe: sometimes the character is none and shouldnt be
    	if(character == None && Vehicle(Controller.Pawn) != None)
    	{
    		character = Vehicle(Controller.Pawn).GetDriver();
    		Controller.Character = character;
    	}

    	// Failsafe: sometimes the character is none and shouldnt be
    	if(character == None && VehicleMountedTurret(Controller.Pawn) != None)
    	{
    		character = VehicleMountedTurret(Controller.Pawn).getControllingCharacter();
    		Controller.Character = character;
    	}

    	// Failsafe: sometimes the character is none and shouldnt be
    	if(character == None && Turret(Controller.Pawn) != None)
    	{
    		character = Turret(Controller.Pawn).getControllingCharacter();
    		Controller.Character = character;
    	}

    	return character;
    }

    simulated function UpdateHUDData();

    simulated function UpdateHUDHealthData()
    {
    	local Character character;

    	character = GetCharacter();

    	if(character == None)
    	{
    		// set health to zero on death
    		clientSideChar.health = 0;
    		return;
    	}

    	// do all character specific stuff in here
    	clientSideChar.health = character.health;
    	clientSideChar.healthMaximum = character.healthMaximum;
    	clientSideChar.healthInjectionAmount = character.GetHealthInjectionAmount();
    	clientSideChar.energy = character.energy;
    	clientSideChar.energyMaximum = character.energyMaximum;
    	clientSideChar.bShowEnergyBar = ! character.bDisableJetting;

    	clientSideChar.energyWeaponDepleted = character.energyWeaponDepleted;
    	character.energyWeaponDepleted = 0;
    	clientSideChar.bZoomed = (Controller.bZoom == 1) && character.bCanZoom;
    	clientSideChar.zoomMagnificationLevel = Controller.zoomMagnificationLevels[Controller.zoomLevel];

    	clientSideChar.Velocity = character.movementSpeed;
    }

    simulated function ClearHUDEquipmentData()
    {
    	// fill in default equipment info
    	clientSideChar.fallbackWeapon.type = None;
    	clientSideChar.weapons[0].type = None;
    	clientSideChar.weapons[1].type = None;
    	clientSideChar.weapons[2].type = None;
    	clientSideChar.activeWeapon.type = None;
    	clientSideChar.grenades.type = None;
    	clientSideChar.healthKit = None;
    	clientSideChar.healthKitQuantity = 0;
    	clientSideChar.deployable = None;
    	clientSideChar.bDeployableActive = false;
    	clientSideChar.activeWeaponIdx = -2;
    	clientSideChar.throwForceMax = 0;
    	clientSideChar.throwForce = 0;
    }

    function String GetHotkey(String Binding)
    {
    	local String hotKey;
    	hotKey = class'KeyBindings'.static.GetKeyFromBinding(Binding, true);

    	if(Len(hotKey) > 2)
    		hotKey = Left(hotKey, 2);

    	return hotKey;
    }

    simulated function UpdateHUDEquipmentData()
    {
    	local Character character;
    	local int weaponIdx;
    	local Weapon w;
    	local TimeChargeUpWeapon timeCharge;
    	local Deployable dep;

    	character = GetCharacter();

    	if(character == None)
    		return;

    //	ClearHUDEquipmentData();

    	// throw force info
    	timeCharge = TimeChargeUpWeapon(character.weapon);
    	if (timeCharge != None && timeCharge.bShowChargeOnHUD && timeCharge.charge > 0)
    	{
    		clientSideChar.throwForceMax = timeCharge.maxCharge;
    		clientSideChar.throwForce = timeCharge.charge;
    	}
    	else
    	{
    		timeCharge = TimeChargeUpWeapon(character.GetAltWeapon());
    		if (timeCharge != None && timeCharge.bShowChargeOnHUD)
    		{
    			clientSideChar.throwForceMax = timeCharge.maxCharge;
    			clientSideChar.throwForce = timeCharge.charge;
    		}
    		else
    		{
    			clientSideChar.throwForceMax = 0;
    			clientSideChar.throwForce = 0;
    		}
    	}

    	clientSideChar.activeWeapon.type = None;
    	clientSideChar.activeWeaponIdx = -2;
    	for (weaponIdx = 0; weaponIdx < class'Character'.const.NUM_WEAPON_SLOTS; ++weaponIdx)
    	{
    		if (character.weaponSlots[weaponIdx] != None)
    		{
    			w = character.weaponSlots[weaponIdx];

    			// this is slow, so we only update it when required
    			if(! clientSideChar.bHotKeysUpdated || clientSideChar.weapons[weaponIdx].type != w.class)
    			{
    				clientSideChar.weapons[weaponIdx].hotkey = GetHotKey("SwitchWeapon "$string(weaponIdx+1));
    			}

    			clientSideChar.weapons[weaponIdx].type = w.class;
    			clientSideChar.weapons[weaponIdx].ammo = w.ammoCount;
    			clientSideChar.weapons[weaponIdx].bCanFire = w.canFire();
    			clientSideChar.weapons[weaponIdx].refireTime = 1.0 / w.roundsPerSecond;
    			clientSideChar.weapons[weaponIdx].timeSinceLastFire = Level.TimeSeconds - w.lastFireTime;
    			clientSideChar.weapons[weaponIdx].Spread = w.GetProjectileSpreadScale();

    			if(w == character.weapon)
    			{
    				clientSideChar.activeWeaponIdx = weaponIdx;
    				clientSideChar.activeWeapon = clientSideChar.weapons[weaponIdx];
    			}
    		}
    		else
    		{
    			clientSideChar.weapons[weaponIdx].type = None;
    		}
    	}

    	if(character.fallbackWeapon != None)
    	{
    		w = character.fallbackWeapon;

    		// this is slow, so we only update it when required
    		if(! clientSideChar.bHotKeysUpdated || clientSideChar.fallbackWeapon.type != w.class)
    			clientSideChar.fallbackWeapon.hotkey = GetHotKey("SwitchToFallbackWeapon");

    		clientSideChar.fallbackWeapon.type = w.class;
    		clientSideChar.fallbackWeapon.ammo = w.ammoCount;
    		clientSideChar.fallbackWeapon.bCanFire = w.canFire();
    		clientSideChar.fallbackWeapon.refireTime = 1.0 / w.roundsPerSecond;
    		clientSideChar.fallbackWeapon.timeSinceLastFire = Level.TimeSeconds - w.lastFireTime;
    	}
    	else if(character.armorClass != None && character.armorClass.default.fallbackWeaponClass != None)
    	{
    		// this is slow, so we only update it when required
    		if(! clientSideChar.bHotKeysUpdated || clientSideChar.fallbackWeapon.type != character.armorClass.default.fallbackWeaponClass)
    			clientSideChar.fallbackWeapon.hotkey = GetHotKey("SwitchToFallbackWeapon");

    		clientSideChar.fallbackWeapon.type = character.armorClass.default.fallbackWeaponClass;
    		clientSideChar.fallbackWeapon.ammo = character.armorClass.default.fallbackWeaponClass.default.ammoCount;
    		clientSideChar.fallbackWeapon.bCanFire = true;
    		clientSideChar.fallbackWeapon.refireTime = 1;
    		clientSideChar.fallbackWeapon.timeSinceLastFire = 1;
    	}
    	else
    	{
    		clientSideChar.fallbackWeapon.type = None;
    	}

    	if(character.fallbackWeapon == character.weapon && character.weapon != None)
    	{
    		clientSideChar.activeWeaponIdx = -1;
    		clientSideChar.activeWeapon = clientSideChar.fallbackWeapon;
    	}

    	// deployable
    	clientSideChar.bDeployableActive = false;
    	dep = Deployable(character.nextEquipment(None, class'Deployable'));
    	if(dep != None)
    	{
    		// this is slow so only update when required
    		if(! clientSideChar.bHotKeysUpdated || clientSideChar.deployable != dep.class)
    			clientSideChar.deployableHotkey = GetHotKey("equipDeployable");

    		clientSideChar.deployable = dep.class;

    		if(character.deployable != None && dep == character.deployable)
    		{
    			clientSideChar.bDeployableActive = true;
    			clientSideChar.deployableState = character.deployable.lastTestResult; // test if deployable can be deployed
    		}
    	}
    	else
    	{
    		clientSideChar.deployable = None;
    	}

    	// Grenades
    	if(character.altWeapon != None)
    	{
    		// this is slow so only update when required
    		if(! clientSideChar.bHotKeysUpdated || clientSideChar.grenades.type != character.altWeapon.class)
    			clientSideChar.grenades.hotkey = GetHotKey("altFire");

    		clientSideChar.grenades.type = character.altWeapon.class;
    		clientSideChar.grenades.ammo = character.altWeapon.ammoCount;
    		clientSideChar.grenades.bCanFire = character.altWeapon.canFire();
    		clientSideChar.grenades.refireTime = 1.0 / character.altWeapon.roundsPerSecond;
    		clientSideChar.grenades.timeSinceLastFire = Level.TimeSeconds - character.altWeapon.lastFireTime;
    	}
    	else
    	{
    		clientSideChar.grenades.type = None;
    	}

    	if(character.carryableReference != None)
    	{
    		if(! clientSideChar.bHotKeysUpdated || clientSideChar.carryable != character.carryableReference.class)
    		{
    			if(character.carryableReference.default.bIsWeaponType)
    				clientSideChar.carryableHotkey = GetHotKey("equipCarryable");
    			else
    				clientSideChar.carryableHotkey = "";
    		}

    		clientSideChar.carryable = character.carryableReference.class;
    		clientSideChar.numCarryables = character.numCarryables - character.numPermanentCarryables;
    	}
    	else
    	{
    		clientSideChar.carryable = None;
    		clientSideChar.numCarryables = 0;
    	}

    	if(character.pack != None)
    	{
    		if(! clientSideChar.bHotKeysUpdated || clientSideChar.pack != character.pack.class)
    			clientSideChar.packHotkey = GetHotKey("activatePack");

    		clientSideChar.pack = character.pack.class;
    		if(character.pack.IsInState('Recharging'))
    		{
    			clientSideChar.packState = PS_Recharging;
    			clientSideChar.packProgressRatio = character.pack.rechargingAlpha;
    		}
    		else if(character.pack.IsInState('Active'))
    		{
    			clientSideChar.packState = PS_Active;
    			clientSideChar.packProgressRatio = character.pack.progressedActiveTime / character.pack.durationSeconds;
    		}
    		else
    		{
    			clientSideChar.packState = PS_Ready;
    			clientSideChar.packProgressRatio = 1;
    		}
    	}
    	else
    		clientSideChar.pack = None;

    	clientSideChar.bHotkeysUpdated = true;
    }

    simulated function UpdateHUDTargetData()
    {
    	local Character character;
    	local Actor target;
    	local TribesReplicationInfo targetPRI;
    	local Rook targetRook;
    	local Character targetCharacter;
    	local int i;
    	local Array<Vector> useablePoints;
    	local Array<Byte> useablePointsValid;
    	local bool pointValid;
    	local Vector closestPoint;
    	local float shortestDistance;

    	character = GetCharacter();

    	// default values:
    	clientSideChar.targetType = None;
    	clientSideChar.targetLabel = "";
    	clientSideChar.targetHealth = -1;
    	clientSideChar.targetHealthMax = -1;
    	clientSideChar.targetShield = -1;
    	clientSideChar.targetShieldMax = -1;
    	clientSideChar.targetDistance = 0;
    	clientSideChar.targetTeam = None;
    	clientSideChar.targetCanBeDamaged = true;
    	clientSideChar.useableObjectLocation.X = -1;
    	clientSideChar.useableObjectLocation.Y = -1;
    	clientSideChar.bHitObject = false;
    	clientSideChar.lastHitObjectTime = 0;
    	clientSideChar.bUseableObjectPowered = true;

    	if(character == None)
    		return;

    	// Was there a hit registered with the character?
    	if(character.bHitRegistered)
    	{
    		clientSideChar.bHitObject = true;
    		clientSideChar.lastHitObjectTime = Level.TimeSeconds;
    		character.bHitRegistered = false;
    	}

    	// Get the actor under the cursor and set info for it
    	target = Controller.GetIdentify();
    	if(target != None)
    	{
    		if(Character(target) != None && Character(target).tribesReplicationInfo != None)
    			targetPRI = Character(target).tribesReplicationInfo;

    		targetCharacter = Character(target);
    		targetRook = Rook(target);

    		clientSideChar.targetFunctionalHealthThreshold = 0;
    		if(targetPRI != None)
    		{
    			clientSideChar.targetType = targetPRI.class;
    			clientSideChar.targetLabel = targetPRI.playerName;
    			clientSideChar.targetHealth = targetPRI.health;
    			clientSideChar.targetHealthMax = targetCharacter.healthMaximum;
    			clientSideChar.targetDistance = vSize(targetCharacter.Location - character.location);
    			if(targetCharacter.Team() == None)
    			{
    				clientSideChar.targetTeam = None;
    				clientSideChar.targetTeamAlignment = TA_Neutral;
    			}
    			else
    			{
    				clientSideChar.targetTeam = targetCharacter.team().class;
    				if(character.IsFriendly(targetCharacter))
    					clientSideChar.targetTeamAlignment = TA_Friendly;
    				else
    					clientSideChar.targetTeamAlignment = TA_Enemy;
    			}
    			clientSideChar.targetCanBeDamaged = true;
    		}
    		else if(targetRook != None)
    		{
    			clientSideChar.targetType = targetRook.class;
    			clientSideChar.targetLabel = targetRook.GetHumanReadableName();
    			clientSideChar.targetHealth = targetRook.health;
    			clientSideChar.targetHealthMax = targetRook.healthMaximum;
    			clientSideChar.targetDistance = vSize(targetRook.Location - character.location);
    			if(targetRook.Team() == None)
    			{
    				clientSideChar.targetTeam = None;
    				clientSideChar.targetTeamAlignment = TA_Neutral;
    			}
    			else
    			{
    				clientSideChar.targetTeam = targetRook.team().class;
    				if(character.IsFriendly(targetRook))
    					clientSideChar.targetTeamAlignment = TA_Friendly;
    				else
    					clientSideChar.targetTeamAlignment = TA_Enemy;
    			}
    			clientSideChar.targetCanBeDamaged = targetRook.bCanBeDamaged;
    			if(targetRook.personalShield != None)
    			{
    				clientSideChar.targetShield = targetRook.personalShield.Health;
    				clientSideChar.targetShieldMax = targetRook.personalShield.Max;
    			}

    			if(BaseDevice(targetRook) != None)
    			{
    				clientSideChar.targetFunctionalHealthThreshold = BaseDevice(targetRook).functionalHealthThreshold;
    				clientSideChar.bUseableObjectPowered = BaseDevice(targetRook).isPowered() || BaseDevice(targetRook).isFunctional();
    			}

    			if(Controller.IsFriendly(targetRook))
    			{
    				for(i = 0; i < class'Rook'.const.MAX_USEABLE_POINTS; ++i)
    				{
    					if(targetRook.UseablePointsValid[i] != UP_Unused)
    					{
    						// hack for vehicle points which move unlikje others
    						if(Vehicle(targetRook) != None)
    							useablePoints[i] = Vehicle(targetRook).getVehicleUseablePoint(i);
    						else
    							useablePoints[i] = targetRook.UseablePoints[i];
    						if(targetRook.UseablePointsValid[i] == UP_Valid)
    							useablePointsValid[i] = 1;
    						else
    							useablePointsValid[i] = 0;
    					}
    				}
    			}
    		}
    		else if(target.IsA('AccessTerminal'))
    		{
    			// special case just for useable points on an access terminal
    			useablePoints[0] = AccessTerminal(target).atuo.Location;
    			if(AccessTerminal(target).used)
    				useablePointsValid[0] = 0;
    			else
    				useablePointsValid[0] = 1;
    		}

    		// check the useables to see if we have an identified useable target
    		if( controller.PromptingObjectClass == None &&
    			controller.PromptingUseableObject == None &&
    			useablePoints.Length > 0)
    		{
    			shortestDistance = vSize(useablePoints[0] - character.Location);
    			closestPoint = useablePoints[0];
    			pointValid = (useablePointsValid[0] == 1);
    			for(i = 1; i < useablePoints.Length; ++i)
    			{
    				if(shortestDistance > vSize(useablePoints[i] - character.Location))
    				{
    					shortestDistance = vSize(useablePoints[i] - character.Location);
    					closestPoint = useablePoints[i];
    					pointValid = (useablePointsValid[i] == 1);
    				}
    			}

    			clientSideChar.useableObjectLocation = closestPoint;
    			clientSideChar.bEnabledForUse = pointValid;
    			controller.WorldToScreen(clientSideChar.useableObjectLocation);
    		}
    	}
    }

    simulated function UpdateObjectiveList(ObjectivesList list)
    {
    	local int i;
    	local Vector screenPos, playerLocation;
    	local ClientSideCharacter.ClientObjectiveInfo clientObjectiveInfo;
    	local ClientSideCharacter.ClientObjectiveActorInfo clientActorInfo;
    	local ObjectiveInfo objInfo;

    	objInfo = list.first();
    	while (objInfo != None)
    	{
    		if(Controller != None)
    		{
    			if(Controller.Pawn != None)
    				playerLocation = Controller.Pawn.Location;
    			else
    				playerLocation = Controller.Location;
    		}

    		// Add objective data
    		clientObjectiveInfo.description = objInfo.getDescription();
    		clientObjectiveInfo.status = objInfo.status;
    		clientObjectiveInfo.type = objInfo.type;
    		clientObjectiveInfo.radarInfoClass = objInfo.radarInfoClass;
    		clientObjectiveInfo.state = objInfo.state;
    		clientObjectiveInfo.IsFriendly = true;
    		clientObjectiveInfo.TeamInfoClass = objInfo.TeamInfoClass;
    		clientObjectiveInfo.bFlashing = objInfo.bShouldFlash;
    		if(objInfo.numObjectiveActors > 0)
    			clientObjectiveInfo.IsFriendly = (objInfo.allyType[0] == EAllyType.AllyType_Friendly);
    		clientSideChar.ObjectiveData[clientSideChar.ObjectiveData.Length] = clientObjectiveInfo;

    		// for each actor, add objective actor data
    		for (i = 0; i < objInfo.numObjectiveActors; ++i)
    		{
    			// index into the objective data, see above
    			clientActorInfo.objectiveDataIndex = clientSideChar.ObjectiveData.Length - 1;

    			clientActorInfo.XPosition = objInfo.pos[i].X;
    			clientActorInfo.YPosition = objInfo.pos[i].Y;

    			clientActorInfo.Distance = VSize(playerLocation - objInfo.pos[i]);

    			if (Controller != None)
    			{
    				screenPos = Controller.calculateScreenPosition(objInfo.class, objInfo.pos[i]);
    				clientActorInfo.ScreenX = screenPos.X;
    				clientActorInfo.ScreenY = screenPos.Y;
    			}

    			clientActorInfo.TeamInfoClass = objInfo.TeamInfoClasses[i];

    			clientActorInfo.IsFriendly = (objInfo.allyType[i] == EAllyType.AllyType_Friendly);
    			if(objInfo.actorStateOverride.Length > i)
    				clientActorInfo.bFlashing = (objInfo.actorStateOverride[i] != StateType_None);
    			else
    				clientActorInfo.bFlashing = false;

    			clientActorInfo.Height = Controller.calculateHeight(objInfo.pos[i].Z);

    			clientSideChar.ObjectiveActorData[clientSideChar.ObjectiveActorData.Length] = clientActorInfo;

    			// marker data
    			if(Controller.IsSinglePlayer() && objInfo.objectiveActors[i] != None && Controller != None)
    				Controller.HUDManager.activeHUD.AddHUDMarker(objInfo.objectiveActors[i], objInfo.state, objInfo.radarInfoClass);
    		}

    		objInfo = objInfo.next;
    	}
    }

    simulated function UpdateHUDObjectiveData()
    {
    	local Character character;
    	local TribesReplicationInfo TRI;

    	character = GetCharacter();
    	TRI = TribesReplicationInfo(Controller.PlayerReplicationInfo);

    	// Radar objective information
    	clientSideChar.ObjectiveData.Length = 0;
    	clientSideChar.ObjectiveActorData.Length = 0;

    	// Update objectives
    	if(Controller.objectives != None)
    		UpdateObjectiveList(Controller.objectives);

    	if(TRI != None)
    	{
    		if(TRI.team != None && TRI.team.objectives != None)
    			UpdateObjectiveList(TRI.team.objectives);
    	}
    	else if(character != None)
    	{
    		if (character.team() != None && character.team().objectives != None)
    			UpdateObjectiveList(character.team().objectives);
    	}
    }

    simulated function UpdateHUDPromptData()
    {
    	local Character character;
    	local String potentialEquipmentName, weaponName, packName;

    	character = GetCharacter();

    	if(character == None)
    	{
    		clientSideChar.promptText = "";
    		return;
    	}

    	clientSideChar.bCanBeUsed = false;

    	if((Controller.PromptingObjectClass != None || Controller.PromptingUseableObject != None) && Controller.Pawn.IsA('Character'))
    	{
    		// we have a useable object

    		// hacky: if the prompt object is of type AccessTerminalUseableObject, get the prompt direclty
    		if( Controller.PromptingUseableObject != None &&
    			Controller.PromptingUseableObject.IsA('AccessTerminalUseableObject') &&
    			Controller.PromptingUseableObject.CanBeUsedBy(character))
    				clientSideChar.promptText =	Controller.PromptingUseableObject.prompt;
    		else if (ClassIsChildOf(Controller.PromptingObjectClass, class'InventoryStationAccess') && !Controller.IsSinglePlayer() && controller.PromptingObjectPromptIndex == 0)
    			clientSideChar.promptText =	Controller.PromptingObjectClass.static.getPrompt(controller.PromptingObjectPromptIndex, controller.PromptingDataClass)
    			   $ replaceStr(quickKeyText, Controller.Player.InteractionMaster.GetKeyFromBinding("Button bLoadoutSelection", true));
    		else
    			clientSideChar.promptText =	Controller.PromptingObjectClass.static.getPrompt(controller.PromptingObjectPromptIndex, controller.PromptingDataClass);

    		clientSideChar.useableObjectLocation = controller.PromptingObjectLocation;
    		controller.WorldToScreen(clientSideChar.useableObjectLocation);
    		clientSideChar.bCanBeUsed = Controller.PromptingObjectCanBeUsed;
    		clientSideChar.bEnabledForUse = Controller.PromptingObjectCanBeUsed;
    		if(ClassIsChildOf(controller.PromptingObjectClass, class'BaseDeviceAccess'))
    			clientSideChar.bUseableObjectPowered = (controller.PromptingObjectPromptIndex != 1);
    		else
    			clientSideChar.bUseableObjectPowered = true;
    //		if(clientSideChar.promptText == "" || clientSideChar.bCanBeUsed == false)
    //			clientSideChar.useableObjectLocation.X = -1;	// no prompt || no use = no marker
    	}
    	else if(character.potentialEquipment != None)
    	{
    		clientSideChar.promptText = character.potentialEquipment.prompt;
    		potentialEquipmentName = character.potentialEquipment.localizedName;
    	}
    	else if (Controller.lowPriorityPromptTimeout > 0 && Controller.lowPriorityPromptText != "")
    	{
    		clientSideChar.promptText = Controller.lowPriorityPromptText;
    	}
    	else
    		clientSideChar.promptText = "";

    	if(character.weapon != None)
    		weaponName = character.Weapon.localizedName;
    	if(character.pack != None)
    		packName = character.pack.localizedName;

    	if(clientSideChar.promptText != "")
    		clientSideChar.promptText = replaceStr(clientSideChar.promptText, Controller.Player.InteractionMaster.GetKeyFromBinding("Use", true), weaponName, potentialEquipmentName, packName);
    	//	ReplacePromptKeyBinds(clientSideChar.promptText);
    }

    simulated function UpdateHUDRadarData()
    {
    	local Character character;

    	character = GetCharacter();

    	if(character == None)
    		return;

    	if (character.bDontAllowCommandScreen)
    		clientSideChar.ShowCommandMapKeyText = "";
    	else if(clientSideChar.ShowCommandMapKeyText == "")
    		clientSideChar.ShowCommandMapKeyText = GetHotKey("Button bObjectives");
    	clientSideChar.zoomFactor = Controller.radarZoomScales[Controller.radarZoomIndex];

    	if(Controller.Rook != None)
    		clientSideChar.charLocation = Controller.Rook.Location;
    	clientSideChar.charRotation = Controller.Rotation;
    }

    simulated function AddHUDMarker(Actor MarkedActor, optional int state, optional class<RadarInfo> radarInfoClass)
    {
    	local Vector screenPos;
    	local ClientSideCharacter.MarkerData NewMarker;
    	local Vector WorldLocation;

    	if(MarkedActor == Controller.Pawn)
    		return;

    	WorldLocation = MarkedActor.Location;
    	// rook specific changes
    	if(Rook(MarkedActor) != None)
    	{
    		WorldLocation = Rook(MarkedActor).GetObjectiveLocation();
    		NewMarker.Type = class<RadarInfo>(Rook(MarkedActor).GetRadarInfoClass());
    	}

    	if(radarInfoClass != None)
    		NewMarker.Type = radarInfoClass;

    	if(NewMarker.Type == None)
    		return;

    	// check for occlusion
    	if(newMarker.Type.default.bOccluded && Controller.Pawn != None)
    	{
    		if(! FastTrace(WorldLocation, Controller.Pawn.Location + Controller.Pawn.EyePosition()))
    			return;
    	}

    	// screen position
    	screenPos = Controller.calculateScreenPosition(NewMarker.Type, WorldLocation);
    	NewMarker.ScreenX = screenPos.X;
    	NewMarker.ScreenY = screenPos.Y;
    	// State
    	NewMarker.State = 0;
    	// Friendly
    	NewMarker.Friendly = Controller.IsFriendly(MarkedActor);
    	if(Rook(MarkedActor) != None && Rook(MarkedActor).team() != None)
    		NewMarker.Team = Rook(MarkedActor).team().class;
    	else
    		NewMarker.Team = None;

    	clientSideChar.markers[clientSideChar.markers.Length] = NewMarker;
    }

    simulated function UpdateHUDSensorData()
    {
    	local SensorListNode sln;
    	local int count;
    	local TribesReplicationInfo TRI;
    	local ClientSideCharacter.POIInfo NewInfo;

    	//debugSensorSystem();

    	if(controller.bTeamMarkerColors)
    		clientSideChar.UserPrefColorType = COLOR_Team;
    	else
    		clientSideChar.UserPrefColorType = COLOR_Relative;

    	// update points of interest list in the client side character
    	clientSideChar.POIData.Length = 0;
    	for(count = 0; count < Controller.PointsOfInterest.Length; ++count)
    	{
    		if(Controller.PointsOfInterest[count].bPointEnabled)
    		{
    			NewInfo.RadarInfoClass = class<RadarInfo>(Controller.PointsOfInterest[count].GetRadarInfoClass());
    			NewInfo.Location = Controller.PointsOfInterest[count].Location;
    			NewInfo.LabelText = Controller.PointsOfInterest[count].LabelText;

    			clientSideChar.POIData[clientSideChar.POIData.Length] = NewInfo;
    		}
    	}

    	TRI = TribesReplicationInfo(Controller.PlayerReplicationInfo);

    	if(TRI != None && TRI.team != None)
    		clientSideChar.bSensorGridFunctional = TRI.team.bSensorGridFunctional;

    	// Fill in the detected rooks marker array
    	clientSideChar.markers.Length = 0;
    	for(count = 0; count < Controller.RenderedRooks.Length; ++count)
    	{
    		if(Rook(Controller.RenderedRooks[count]) != None && Rook(Controller.RenderedRooks[count]).ShouldBeMarked(Controller))
    			AddHUDMarker(Controller.RenderedRooks[count]);
    	}

    	// its important that the objective data is updated AFTER the sensor data
    	UpdateHUDObjectiveData();

    	// Fill in the client side character data for detected allies
    	count = 0;
    	sln = Controller.detectedFriendlyList;

    	while (sln != None)
    	{
    		if (sln.relevantLastUpdate)
    		{
    			clientSideChar.detectedAlliesClass[count] = sln.sensedRookClass;
    			clientSideChar.detectedAlliesXPosition[count] = sln.getXPosition();
    			clientSideChar.detectedAlliesYPosition[count] = sln.getYPosition();
    			clientSideChar.detectedAlliesHeight[count] = sln.getHeight();

    			clientSideChar.detectedAlliesState[count] = 0;

    			++count;
    		}

    		sln = sln.next;
    	}

    	clientSideChar.detectedAlliesClass.length = count;
    	clientSideChar.detectedAlliesXPosition.length = count;
    	clientSideChar.detectedAlliesYPosition.length = count;
    	clientSideChar.detectedAlliesHeight.length = count;

    	// Fill in the client side character data for detected enemies
    	count = 0;
    	sln = Controller.detectedEnemyList;

    	while (sln != None)
    	{
    		if (sln.relevantLastUpdate)
    		{
    			clientSideChar.detectedEnemiesTeam[count] = sln.sensedRookTeamClass;
    			clientSideChar.detectedEnemiesClass[count] = sln.sensedRookClass;
    			clientSideChar.detectedEnemiesXPosition[count] = sln.getXPosition();
    			clientSideChar.detectedEnemiesYPosition[count] = sln.getYPosition();
    			clientSideChar.detectedEnemiesHeight[count] = sln.getHeight();

    			clientSideChar.detectedEnemiesState[count] = 0;

    			++count;
    		}

    		sln = sln.next;
    	}

    	clientSideChar.detectedEnemiesClass.length = count;
    	clientSideChar.detectedEnemiesXPosition.length = count;
    	clientSideChar.detectedEnemiesYPosition.length = count;
    	clientSideChar.detectedEnemiesHeight.length = count;
    }

    simulated function UpdateHUDGameData()
    {
    	local ModeInfo mode;
    	local TeamInfo ownTeam, otherTeam;

    	// Set the 'ownTeamColor' based on the character initially, we ned it in SP
    	if(controller.character != None && controller.character.team() != None)
    		clientSideChar.ownTeamColor = controller.character.team().TeamColor;

    	mode = ModeInfo(Controller.Level.Game);
    	if (clientSideChar.gameClass == None && Controller.GameReplicationInfo != None)
    		clientSideChar.gameClass = class<GameInfo>(DynamicLoadObject(Controller.GameReplicationInfo.GameClass, class'Class'));

    	if (clientSideChar.gameClass != None && ClassIsChildOf(clientSideChar.gameClass, class'MultiplayerGameInfo'))
    	{
    		ownTeam = controller.getOwnTeam();
    		if ( ownTeam != None)
    		{
    			clientSideChar.ownTeam = ownTeam.localizedName;
    			clientSideChar.ownTeamIcon = ownTeam.ownershipMaterial;
    			clientSideChar.ownTeamScore = ownTeam.Score;
    			clientSideChar.ownTeamColor = ownTeam.TeamColor;
    			clientSideChar.ownTeamHighlightColor = ownTeam.TeamHighlightColor;

    			// Relative colors are determined only by own team
    			clientSideChar.relativeFriendlyTeamColor = ownTeam.relativeFriendlyTeamColor;
    			clientSideChar.relativeFriendlyHighlightColor = ownTeam.relativeFriendlyHighlightColor;
    			clientSideChar.relativeEnemyTeamColor = ownTeam.relativeEnemyTeamColor;
    			clientSideChar.relativeEnemyHighlightColor = ownTeam.relativeEnemyHighlightColor;

    			otherTeam = controller.getOtherTeam();
    			if (otherTeam != None)
    			{
    				clientSideChar.otherTeam = otherTeam.localizedName;
    				clientSideChar.otherTeamIcon = otherTeam.ownershipMaterial;
    				clientSideChar.otherTeamScore = otherTeam.Score;
    				clientSideChar.otherTeamColor = otherTeam.TeamColor;
    				clientSideChar.otherTeamHighlightColor = otherTeam.TeamHighlightColor;
    			}

    			if (mode != None)
    			{
    				clientSideChar.matchScoreLimit = mode.scoreLimit;
    			}
    		}

    		if(Controller.GameReplicationInfo != None)
    			clientSideChar.bAwaitingTournamentStart = TribesGameReplicationInfo(Controller.GameReplicationInfo).bAwaitingTournamentStart;
    	}

    	if(ClassIsChildOf(clientSideChar.gameClass, class'SinglePlayerGameInfo'))
    		clientSideChar.levelDescription = Level.Summary.Description;
    	else if(clientSideChar.gameClass != None)
    		clientSideChar.levelDescription = clientSideChar.gameClass.default.GameDescription;

    	// personal score data
    	if(TribesReplicationInfo(Controller.PlayerReplicationInfo) != None)
    	{
    		clientSideChar.OffenseScore = TribesReplicationInfo(Controller.PlayerReplicationInfo).OffenseScore;
    		clientSideChar.DefenseScore = TribesReplicationInfo(Controller.PlayerReplicationInfo).DefenseScore;
    		clientSideChar.StyleScore = TribesReplicationInfo(Controller.PlayerReplicationInfo).StyleScore;
    	}
    }

    defaultproperties
    {
    	bAllowCommandHUDSwitching = false
    	quickKeyText = "�Press '%1' to access quick favorites"

    	TagBindings(0)=(Tag="<USE>",BindingText="Use")
    	TagBindings(1)=(Tag="<JUMP>",BindingText="Jump")
    	TagBindings(2)=(Tag="<FIRE>",BindingText="Fire")
    	TagBindings(3)=(Tag="<ACTIVATE>",BindingText="activatePack")
    	TagBindings(4)=(Tag="<THROWGRENADE>",BindingText="altFire")
    	TagBindings(5)=(Tag="<FORWARD>",BindingText="MoveForward")
    	TagBindings(6)=(Tag="<BACK>",BindingText="MoveBackward")
    	TagBindings(7)=(Tag="<LEFT>",BindingText="StrafeLeft")
    	TagBindings(8)=(Tag="<RIGHT>",BindingText="StrafeRight")
    	TagBindings(9)=(Tag="<JET>",BindingText="Jetpack")
    	TagBindings(10)=(Tag="<TILDE>",BindingText="SwitchToFallbackWeapon")
    	TagBindings(11)=(Tag="<SKI>",BindingText="Ski")
    	TagBindings(12)=(Tag="<MAP>",BindingText="Button bObjectives")
    	TagBindings(13)=(Tag="<DEPLOY>",BindingText="equipDeployable")
    	TagBindings(14)=(Tag="<ZOOM>",BindingText="Button bZoom")
    	TagBindings(15)=(Tag="<ZOOMCYCLE>",BindingText="CycleZoomLevel")
    	TagBindings(16)=(Tag="<ESCAPE>",BindingText="ShowEscapeMenu")
    	TagBindings(17)=(Tag="<HELP>",BindingText="ShowHelpScreen")
    }

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Class file time: st 23.5.2018 00:09:48.000 - Creation time: st 23.5.2018 00:10:48.324 - Created with UnCodeX