# SpatialFear.SFItemSlot

00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 |
    //=============================================================================
    // Spatial Fear
    // Name: SFItemSlot
    // Description: Slot window in the active item belt.
    //
    // Author: Markus Nuebel
    //=============================================================================

    class SFItemSlot extends SFIconWindow ;

    var int			m_nIndex; // Index of slot in belt;
    var bool		m_bSelected; // Selected flag, cauese slot icon to flicker
    var SFPickup	m_item;	// SFPickup item associated with this slot
    var SFWeapon	m_weapon;// SFWeapon item associated with this slot

    // Inserts a new item into the slot
    simulated function insert(int nIndex, SFPickup item)
    {
    	// Save reverences
    	m_item		= item;
    	m_nIndex	= nIndex;

    	// Init icon window
    	if(None != m_item)
    		setTexture(m_item.ItemIcon);

    	// Reset state
    	m_bSelected = false;
    }

    // Inserts a new weapon into the slot
    simulated function insertWeapon(int nIndex, SFWeapon oWeap)
    {
    	// Save reverences
    	m_weapon	= oWeap;
    	m_nIndex	= nIndex;

    	// Init icon window
    	if(None != m_weapon)
    		setTexture(m_weapon.Icon);

    	// Reset state
    	m_bSelected = false;
    }

    // Cleanup
    simulated function terminate()
    {
    	// Call to base class
    	Super.terminate();

    	// Release references
    	m_item 		= None;
    	m_weapon	= None;
    }

    // Mark this slot as selected
    simulated function select()
    {
    	m_bFlicker		= true;
    	m_bNoFade		= false;
    	m_fFadeOutTime	= 0.5f;
    	m_bSelected		= true;
    }

    // Mark this slot as not selected
    simulated function deselect()
    {
    	m_bFlicker	= false;
    	m_bNoFade	= true;
    	m_bSelected	= false;
    }

    defaultproperties
    {
    }

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX