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# TribesGUI.TribesInventoryCharacterView

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    //
    // GUI component to render the character in the inventory
    // station UI.
    //
    class TribesInventoryCharacterView extends GUI.GUIActorContainer;

    // current values
    var float			zoomLevel;
    var Rotator			cameraRotation;

    //
    var TribesInventoryCharacter	inventoryCharacter;
    var TeamInfo					playerTeam;
    var bool						bPlayerIsFemale;

    //
    // Initialise the charater properties
    //
    function InitCharacterProperties(TeamInfo team, bool bIsFemale)
    {
    	playerTeam = team;
    	bPlayerIsFemale = bIsFemale;

    	// set a timer to do a long wait animation (doesnt really work)
    //	SetTimer(50, true);
    }

    //
    // Spawn the actor
    //
    function SpawnActor()
    {
        if( Actor != None)
            return;

        Actor = PlayerOwner().Spawn(ActorClass, , ActorName, vect(0,0,0));

    	inventoryCharacter = TribesInventoryCharacter(Actor);
    	if(inventoryCharacter != None)
    		inventoryCharacter.bHidden = false;
    }

    event Hide()
    {
    	inventoryCharacter = None;
    	playerTeam = None;

    	Super.Hide();
    }

    //
    // Draw the actor
    //
    function bool InternalOnDraw(Canvas canvas)
    {
    	local float oldOrgX, oldOrgY;
    	local float oldClipX, oldClipY;

    	oldClipX = canvas.ClipX;
    	oldClipY = canvas.ClipY;
    	oldOrgX = canvas.OrgX;
    	oldOrgY = canvas.OrgY;

    	canvas.SetOrigin(ActualLeft(), ActualTop());
    	canvas.SetClip(canvas.OrgX + ActualWidth(), canvas.OrgY + ActualHeight());

        Canvas.DrawPositionedActor(Actor, false, true, , cameraRotation, zoomLevel);

    	canvas.SetOrigin(oldOrgX, oldOrgY);
    	canvas.SetClip(oldClipX, oldClipY);

    	return true;
    }

    protected function PositionActor()
    {
    }

    //
    // This timer is supposed to kick in periodically an do a
    // long wait animation, but it doesnt really work for
    // two reasons:
    // 1. need to tick the actor to ensure that the idle animation resarts after this one has finished (easy!)
    // 2. the actor automatically repositions itself to playe the animation (because of a recalced sphere, I think)
    //
    // It would be cool to get this working. TBD.
    //
    /*
    function Timer()
    {
    	if(inventoryCharacter.HasAnim('start_round'))
    		inventoryCharacter.PlayAnim('start_round');
    }
    */

    //
    // Updates the loadout on the charcater
    //
    function UpdateLoadout(InventoryStationAccess.InventoryStationLoadout newLoadout)
    {
    	inventoryCharacter.UpdateLoadout(newLoadout, playerTeam, bPlayerIsFemale);
    	if(inventoryCharacter.HasAnim('InvStation'))
    		inventoryCharacter.LoopAnim('InvStation');
    	else
    		inventoryCharacter.LoopAnim('stand');
    }

    //
    // Set help weapon
    //
    function SetHeldWeapon(class<Weapon> weaponClass)
    {
    	inventoryCharacter.SetHeldWeapon(weaponClass);
    }

    defaultproperties
    {
    	ActorClass				= class'TribesGUI.TribesInventoryCharacter'
    	DrawType				= DT_Mesh
    	bAcceptsInput			= false

    	OnDraw					= InternalOnDraw
    	zoomLevel				= 180
    	cameraRotation			= (pitch=-1500,yaw=35000,roll=0)
    }

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Class file time: st 16.4.2014 10:20:44.000 - Creation time: st 23.5.2018 00:10:48.391 - Created with UnCodeX