# SpatialFear.SFHUDWindowMgr

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    //=============================================================================
    // Spatial Fear
    // Class: SFHUDWindowMgr
    // Description: Management class for all HUD windows.  Handy-Dandy :)
    //
    // Author: Markus Nuebel
    // Modified By: Chris Rogers
    //=============================================================================

    class SFHUDWindowMgr extends SFObject;

    // Captain Communication window
    var SFCapWindow	m_winCapComm; // Private: Captain communication window
    var int m_nCapWndX;     	// Private: x of upper left corner (comm window)
    var int m_nCapWndY;     	// Private: y of upper left corner (comm window)
    var int m_nCapWndHeight;	// Private: Height of communication window;
    var int m_nCapWndWidth;     // Private: Width of communication window;
    // DataNode Communication window
    var SFDataNodeWindow	m_winNodeComm; // Private: data node communication window
    var int m_nNodeWndX;     	// Private: x of upper left corner (comm window)
    var int m_nNodeWndY;     	// Private: y of upper left corner (comm window)
    var int m_nNodeWndHeight;	// Private: Height of communication window;
    var int m_nNodeWndWidth;    // Private: Width of communication window;
    // NPC Communication window
    var SFNPCWindow	m_winNPCComm; // Private: NPC communication window
    var int m_nNPCWndX;     	// Private: x of upper left corner (comm window)
    var int m_nNPCWndY;     	// Private: y of upper left corner (comm window)
    var int m_nNPCWndHeight;	// Private: Height of communication window;
    var int m_nNPCWndWidth;     // Private: Width of communication window;
    // Weapon description window
    var SFWeaponDescWindow m_winWeaponDesc;	// Private: Weapon HUD window
    var int m_nWeaponDescX;     	// Private: x of upper left corner (weapon description window)
    var int m_nWeaponDescY;			// Private: y of upper left corner (weapon description window)
    var int m_nWeaponDescHeight;	// Private: Height of weapon description window;
    var int m_nWeaponDescWidth;     // Private: Width of weapon description window;
    var int m_nWeaponIconOffsetX;	// Private: x offset of weapon icon in weapon desc window
    var int m_nWeaponIconOffsetY;	// Private: y offset of weapon icon in weapon desc window
    //  Item description window
    var SFItemDescWindow	m_winItemDesc; // Private: Item HUD window
    var int	m_nItemDescX;		// Private: x of upper left corner (item desc)
    var int	m_nItemDescY;		// Private: y of upper left corner (item desc)
    var int	m_nItemDescHeight;	// Private: height of item desc window
    var int	m_nItemDescWidth;	// Private: width of item desc window
    // Active item belt
    var travel SFActiveItemBelt	m_winActiveItemBelt; // Private: ActiveItem belt window
    var int					m_nActiveItemBeltX;
    var int					m_nActiveItemBeltY;
    var int					m_nActiveItemBeltHeight;
    var int					m_nActiveItemBeltWidth;
    // Passive item belt
    var travel SFPassiveItemBelt	m_winPassiveItemBelt; // Private: PassiveItem belt window
    var int					m_nPassiveItemBeltX;
    var int					m_nPassiveItemBeltY;
    var int					m_nPassiveItemBeltHeight;
    var int					m_nPassiveItemBeltWidth;
    // Weapon Selection window
    var travel SFSelectWeaponBelt	m_winSelectWeaponBelt; // Private: Select weapon window
    var int					m_nSelectWeaponBeltX;
    var int					m_nSelectWeaponBeltY;
    var int					m_nSelectWeaponHeight;
    var int					m_nSelectWeaponWidth;

    var SFPlayer m_oPlayer;					// Private: Reference to the SFPlayer owner
    var SFTextWindow m_oActiveComWnd;		// Private: Reference to the currently active window
    var SFTextWindow m_oNextActiveWindow; 	// Private: Waiting slot for next active window
    var float m_fHUDScale;					// Private: HUD sclale
    var SFCommunication	m_oCurrComm; 		// Private: Reference to current  communication
    var bool m_bComActive;					// Private: Flag to mark an active communication
    var bool m_bMarkComOnShow;				// Private Flag used for defered window activation, to keep track of comm window visibility
    var bool bShowAll;

    // Initializes the HUD Window Manager
    function init(SFPlayer oPlayer, float fHUDScale)
    {
    	// Save references
    	m_oPlayer	= oPlayer;
    	m_fHUDScale	= fHUDScale;

    	// Setup the captain communication window
    	m_winCapComm     = Spawn(class'SFCapWindow');
    	if(None != m_winCapComm)
    	{
    		//m_winCapComm.init(m_fHUDScale, m_nCapWndX, m_nCapWndY, m_nCapWndWidth, m_nCapWndHeight, m_oPlayer);
    		m_winCapComm.init(m_fHUDScale, m_nCapWndX, m_nCapWndY, 256, 512, m_oPlayer);
    	}

    	// Setup the data node communication window
    	m_winNodeComm     = Spawn(class'SFDataNodeWindow');
    	if(None != m_winNodeComm)
    	{
    		// Init the window
    		//m_winNodeComm.init(m_fHUDScale, m_nNodeWndX, m_nNodeWndY, m_nNodeWndWidth, m_nNodeWndHeight, m_oPlayer);
    		m_winNodeComm.init(m_fHUDScale, m_nNodeWndX, m_nNodeWndY, 384, 384, m_oPlayer);
    	}

    	// Setup the NPC communication window
    	m_winNPCComm	= Spawn(class'SFNPCWindow');
    	if(None != m_winNPCComm)
    	{
    		// Init the window
    		//m_winNPCComm.init(m_fHUDScale, m_nNPCWndX, m_nNPCWndY, m_nNPCWndWidth, m_nNPCWndHeight, m_oPlayer);
    		m_winNPCComm.init(m_fHUDScale, 162, 640, 1024, 256, m_oPlayer);
    	}

    	// Setup the weapon description window
    	m_winWeaponDesc     = Spawn(class'SFWeaponDescWindow');
    	if(None != m_winWeaponDesc)
    	{
    		//m_winWeaponDesc.init(m_fHUDScale, m_nWeaponDescX, m_nWeaponDescY, m_nWeaponDescWidth, m_nWeaponDescHeight, m_oPlayer);
    		m_winWeaponDesc.init(m_fHUDScale, 302, 460, 320, 320, m_oPlayer);
    		m_winWeaponDesc.m_nModelOffsetX = m_nWeaponIconOffsetX;
    		m_winWeaponDesc.m_nModelOffsetY = m_nWeaponIconOffsetY;
    	}
    	// Setup the item description window
    	m_winItemDesc     = Spawn(class'SFItemDescWindow');
    	if(None != m_winItemDesc)
    	{
    		//m_winItemDesc.init(m_fHUDScale, m_nItemDescX, m_nItemDescY, m_nItemDescWidth, m_nItemDescHeight, m_oPlayer);
    		m_winItemDesc.init(m_fHUDScale, 300, 600, 512, 256, m_oPlayer);
    		m_winItemDesc.m_nModelOffsetX = 0;
    		m_winItemDesc.m_nModelOffsetY = -m_winItemDesc.m_nItemIconHeight;
    	}
    	// Construct active item belt
    	m_winActiveItemBelt = Spawn(class'SFActiveItemBelt');
    	if(None != m_winActiveItemBelt )
    		//m_winActiveItemBelt.init(m_fHUDScale, m_nActiveItemBeltX, m_nActiveItemBeltY, m_nActiveItemBeltWidth, m_nActiveItemBeltHeight, m_oPlayer);
    		m_winActiveItemBelt.init(m_fHUDScale, 896, 930, 512, 32, m_oPlayer);

    	// Construct passive item belt
    	m_winPassiveItemBelt = Spawn(class'SFPassiveItemBelt');
    	if(None != m_winPassiveItemBelt )
    		//m_winPassiveItemBelt.init(m_fHUDScale, m_nPassiveItemBeltX, m_nPassiveItemBeltY, m_nPassiveItemBeltWidth, m_nPassiveItemBeltHeight, m_oPlayer);
    		m_winPassiveItemBelt.init(m_fHUDScale, 512, 930, 512, 32, m_oPlayer);

    	// Construct select weapon window
    	m_winSelectWeaponBelt = Spawn(class'SFSelectWeaponBelt');
    	if(None != m_winSelectWeaponBelt )
    		//m_winSelectWeaponBelt.init(m_fHUDScale, m_nSelectWeaponBeltX, m_nSelectWeaponBeltY, m_nSelectWeaponWidth, m_nSelectWeaponHeight, m_oPlayer);
    		m_winSelectWeaponBelt.init(m_fHUDScale, 896, 930, 512, 32, m_oPlayer);
    }

    // Check to see if current communication can be canceled
    simulated function BOOL canCancelCurrentCom()
    {
    	if(None == m_oCurrComm)
    		return true;
    	else
    		return m_oCurrComm.bCanBeCanceled;
    }

    // Does all the cleanup, when the manager is freed
    function terminate()
    {
    	if(None != m_winNPCComm)
    		m_winNPCComm.terminate();
    	if(None != m_winNodeComm)
    		m_winNodeComm.terminate();
    	if(None != m_winCapComm)
    		m_winCapComm.terminate();
    	if(None != m_winWeaponDesc)
    		m_winWeaponDesc.terminate();
    	if(None != m_winItemDesc)
    		m_winItemDesc.terminate();
    	if(None != m_winActiveItemBelt)
    		m_winActiveItemBelt.terminate();
    	if(None != m_winPassiveItemBelt)
    		m_winPassiveItemBelt.terminate();
    	if(None != m_winSelectWeaponBelt)
    		m_winSelectWeaponBelt.terminate();

    	 // Release references
    	m_winNPCComm			= None;
    	m_winNodeComm			= None;
    	m_winCapComm			= None;
    	m_winWeaponDesc			= None;
    	m_winItemDesc			= None;
    	m_winActiveItemBelt		= None;
    	m_winPassiveItemBelt	= None;
    	m_winSelectWeaponBelt	= None;
    }

    // Brings up the weapon selection window
    simulated function showWeaponSelection(SFPickup oPickup)
    {
    	m_winSelectWeaponBelt.m_oWeaponUpgrade = oPickup;
    	m_winSelectWeaponBelt.show();
    }

    // Resets the active item belt
    simulated function resetActiveItemBelt()
    {
    	m_winActiveItemBelt.reset();
    }

    // Resets the passive item belt
    simulated function resetPassiveItemBelt()
    {
    	m_winPassiveItemBelt.reset();
    }

    // Adds an active item to the belt
    simulated function insertActiveItem(SFPickup oPickup)
    {
    	m_winActiveItemBelt.insert(oPickup);
    }

    // Adds a pasive item to the belt
    simulated function insertPassiveItem(SFPickup oPickup)
    {
    	m_winPassiveItemBelt.insert(oPickup);
    }

    // Removes an item from the active item belt
    simulated function removeActiveItem(SFPickup oItem)
    {
    	m_winActiveItemBelt.removeItem(oItem);
    }

    // Removes an item from the passive item belt
    simulated function removePassiveItem(SFPickup oItem)
    {
    	m_winPassiveItemBelt.removeItem(oItem);
    }

    // Find the state of the owned flashlight
    simulated function int GetFlashlightState()
    {
    	return m_winActiveItemBelt.GetFlashlightState();
    }

    // Find the level of the owned flashlight
    simulated function int GetFlashlightLevel()
    {
    	return m_winActiveItemBelt.GetFlashlightLevel();
    }

    // Advises the weapon selection window to upgrade a weapon or the item belt to activate the current item
    simulated function activateItem()
    {
    	if(m_winSelectWeaponBelt.isVisible())
    		m_winSelectWeaponBelt.upgradeWeapon();
    	else
    		m_winActiveItemBelt.activateItem();
    }

    // Select next item in active item belt
    simulated function nextItem()
    {
    	if(m_winSelectWeaponBelt.isVisible())
    		m_winSelectWeaponBelt.nextItem();
    	else
    		m_winActiveItemBelt.nextItem();
    }

    // Select previous item in active item belt
    simulated function prevItem()
    {
    	if(m_winSelectWeaponBelt.isVisible())
    		m_winSelectWeaponBelt.prevItem();
    	else
    		m_winActiveItemBelt.prevItem();
    }

    // Show hide the passive item window
    simulated function passiveItem()
    {
    	if(m_winPassiveItemBelt.isVisible())
    		m_winPassiveItemBelt.hide();
    	else
    		m_winPassiveItemBelt.show();
    }

    // Main rendering call
    function render(Canvas C, float fHUDScale)
    {
    	// Save current HUD scale
    	m_fHUDScale	= fHUDScale;

    if(bShowAll)
    {
    	m_winNPCComm.m_bVisible=true;
    	m_winNodeComm.m_bVisible=true;
    	m_winNodeComm.m_bNoFade=true;
    	m_winCapComm.m_bVisible=true;
    	m_winCapComm.m_bNoFade=true;
    	m_winWeaponDesc.m_bVisible=true;
    	m_winWeaponDesc.m_bNoFade=true;
    	m_winItemDesc.m_bVisible=true;
    	m_winItemDesc.m_bNoFade=true;
    	m_winActiveItemBelt.m_bVisible=true;
    	m_winSelectWeaponBelt.m_bVisible=true;
    	m_winPassiveItemBelt.m_bVisible=true;
    	m_winPassiveItemBelt.m_bNoFade=true;
    	m_oPlayer.m_bVisorUnitUpgrade=true;
    	m_oPlayer.m_bWeaponDescUpgrade=true;
    }

    	// Draw NPC communication window
    	if(m_winNPCComm.isVisible())
    		m_winNPCComm.render(C, m_fHUDScale);

    	// Draw data node communication window
    	if(m_winNodeComm.isVisible())
    		m_winNodeComm.render(C, m_fHUDScale);

    	// Draw captain communication window
    	if(m_winCapComm.isVisible())
    		m_winCapComm.render(C, m_fHUDScale);

    	// Draw weapon description window
    	if(m_winWeaponDesc.isVisible() && m_oPlayer.m_bWeaponDescUpgrade)
    		m_winWeaponDesc.render(C, m_fHUDScale);

    	// Draw item description window
    	if(m_winItemDesc.isVisible() && m_oPlayer.m_bVisorUnitUpgrade)
    		m_winItemDesc.render(C, m_fHUDScale);

    	// Draw the active item belt
    	 m_winActiveItemBelt.render(C, m_fHUDScale);
    	 // Draw the passive item belt
    	 m_winPassiveItemBelt.render(C, m_fHUDScale);
    	// Draw the select weapon belt
    	 m_winSelectWeaponBelt.render(C, m_fHUDScale);
    	 if(m_winSelectWeaponBelt.isVisible())
    		renderWeaponUgradeText(C);
    }

    function renderWeaponUgradeText(Canvas C)
    {
    	local float XL, YL;
    	local int X, Y;

    	// Prepare canvas
    	C.Style = ERenderStyle.STY_Translucent;
    	C.Font = SFHUD(m_oPlayer.myHUD).m_Fonts.GetSmallFont(C.ClipX);
    	C.DrawColor.R = 220;
    	C.DrawColor.G = 100;
    	C.DrawColor.B = 30;

    	X = C.ClipX/3;
    	Y = C.ClipY/10;
    	C.StrLen("Med", XL, YL);
    	C.SetPos(X, Y);
    	C.DrawText("Weapon Upgrade Link established ...");
    	Y += YL;
    	C.SetPos(X, Y);
    	C.DrawText("   Status: Functional.");
    	Y += YL;
    	C.SetPos(X, Y);
    	C.DrawText("   Instruction: Choose the weapon to upgrade.");
    	Y += 1*YL;
    	C.SetPos(X, Y);
    	C.DrawText("              : The upgrade will be permanent.");

    }

    // Cancels the currently active comm window
    function cancelComm()
    {
    	if(canCancelCurrentCom())
    	{
    		hideActiveComWnd();
    		SFHUD(m_oPlayer.myHUD).m_bShowCommunicationTip	= false;
    	}
    	else
    	{
    		if(None != m_oCurrComm.m_oEventInstigator)
    			m_oCurrComm.m_oEventInstigator.ClientMessage("Important Message ! Cannot Cancel !");
    	}
    }

    // Add the window to the waiting position
    function showActiveComWnd(SFTextWindow oWnd)
    {

    	if(None != oWnd)
    	{
    		// We are currently allowing this.
    		if(None != m_oActiveComWnd)
    		{
    			// Check if the new window has the same type
    			if(m_oActiveComWnd.isVisible() && (m_oActiveComWnd.class == oWnd.class))
    				return;	// Not allowed
    		}
    		m_oNextActiveWindow	= oWnd;
    	}
    }

    function Tick(float fDelta)
    {
    	// Check for NPC communication
    	if(m_bComActive)
    	{
    		if(None != m_oActiveComWnd)
    		{
    			if(!m_oActiveComWnd.isVisible())
    			{
    				CommunicationEnded();
    			}
    		}
    		else
    		{
    			CommunicationEnded();
    		}

    	}

    	// There is still another window
    	if(None != m_oActiveComWnd)
    	{
    		if(!m_oActiveComWnd.IsVisible())
    		{
    			m_oActiveComWnd = None;
    		}
    		return;
    	}

    	// Early out
    	if(None == m_oNextActiveWindow)
    		return;

    	// Activate next window
    	m_oActiveComWnd		= m_oNextActiveWindow;
    	m_oNextActiveWindow	= None;
    	m_oActiveComWnd.show();
    	if(m_bMarkComOnShow)
    	{
    		m_bComActive		= true;
    		m_bMarkComOnShow	= false;
    	}

    }
    // Hides any currently active window
    function hideActiveComWnd()
    {
    	local Sound sndEffect;
    	if(None != m_oActiveComWnd)
    	{
    		if(m_oActiveComWnd.IsVisible())
    		{
    			m_oActiveComWnd.hide();
    		}
    		m_oActiveComWnd=None;
    	}
    	// Nothing active
    }

    // Sets the view location for the NPC communication and pauses
    // the level action
    simulated function setupNPCCommunication()
    {
    	local SFNPCCommunication oNPCComm;

    	// Extract the NPC comm
    	oNPCComm	= SFNPCCommunication(m_oCurrComm);

    	// Activate the new view
    	oNPCComm.startTracking();
    }

    // Resets a NPC communication by cleaning up the view settings
    // and resuming level action
    simulated function resetNPCCommunication()
    {
    	// Restore the viewpoint
    	SFNPCCommunication(m_oCurrComm).stopTracking();

    }

    // Called, after a communication window has disappeared
    simulated event CommunicationEnded()
    {
    	switch(m_oCurrComm.Type)
    	{

    	case CT_DataNode:
    		break;
    	case CT_Captain:
    		break;
    	case CT_Trainer:
    		break;
    	case CT_NPC:
    		resetNPCCommunication();
    		break;
    	}

    	// Reset the HUD visibility
    	SFPlayer(m_oCurrComm.m_oEventInstigator).showHUD(true);

    	// Reset the comm actor reference
    	m_oCurrComm	= None;

    	// Reset the mark
    	m_bComActive = false;

    }
    simulated function playCommunication(SFCommunication oComm)
    {
    	local SFTextWindow	wndDest;

    	// Save reference to communication actor
    	m_oCurrComm	= oComm;

    	// Remove any other hud pop-up
    	hideActiveComWnd();

    	// Check if the player hud should be disabled
    	SFPlayer(m_oCurrComm.m_oEventInstigator).showHUD(!oComm.bHidePlayerHUD);

    	// Check kind of communication
    	switch(oComm.Type)
    	{
    	case CT_DataNode:
    		// Prepare the window
    		m_winNodeComm.m_bNoFade=true;
    		m_winNodeComm.setCommunication(oComm);
    		wndDest	= m_winNodeComm;
    		break;
    	case CT_Captain:
    		// Prepare the window
    		m_winCapComm.m_bNoFade=true;
    		m_winCapComm.setCommunication(oComm);
    		wndDest	= m_winCapComm;
    		break;
    	case CT_Trainer:
    		// Prepare the window
    		m_winCapComm.m_bNoFade=true;
    		m_winCapComm.m_bIsTrainer=true;
    		m_winCapComm.setCommunication(oComm);
    		wndDest	= m_winCapComm;
    		break;
    	case CT_NPC:
    		// Prepare the window
    		setupNPCCommunication();
    		m_winNPCComm.m_bNoFade=true;

    		m_winNPCComm.m_actMesh = Decoration(oComm.m_oEventActor);
    		m_winNPCComm.setCommunication(oComm);
    		wndDest	= m_winNPCComm;
    		break;
    	}

    	// Set the desired font
    	wndDest.FontSize	= oComm.FontSize;

    	// Bring up the window
    	showActiveComWnd(wndDest);

    	// Mark the communication
    	m_bMarkComOnShow	= true;
    }

    // Pauses an active communication
    simulated function pauseCommunication()
    {
    	if(m_oActiveComWnd.IsA('SFCommWindow'))
    		SFCommWindow(m_oActiveComWnd).pause();
    }

    // Resumes an active communication with
    // a passed in answer
    simulated function resumeCommunication(bool bYesNo)
    {
    	if(m_oActiveComWnd.IsA('SFCommWindow'))
    		SFCommWindow(m_oActiveComWnd).resume(bYesNo);
    }

    // Brings up a weapon description window
    simulated function showWeaponDesc(TournamentWeapon oWeapon, optional bool bIntroduce)

    {

    	// Check for valid weapon
    	if(None == oWeapon)
    		return;

        // Set the new weapon description
        m_winWeaponDesc.m_strWeaponText	= oWeapon.WeaponDescription;

        // Set the icon of the weapon to describe
        if( None  != oWeapon)
        {
    		if(oWeapon.IsA('SFWeapon'))
    			m_winWeaponDesc.setIcon(SFWeapon(oWeapon).Icon);
    		else
    			m_winWeaponDesc.setIcon(oWeapon.Texture);

    		/*
            m_winWeaponDesc.m_actMesh.Mesh		= oWeapon.default.Mesh;
            m_winWeaponDesc.m_actMesh.Skin		= oWeapon.default.Skin;
            m_winWeaponDesc.m_actMesh.SetCollisionSize(oWeapon.CollisionRadius, oWeapon.CollisionHeight);
    		m_winWeaponDesc.m_fMeshScale		= (34/oWeapon.CollisionRadius); // Tested with this one.
    		*/

        }

    	if(!bIntroduce)
    	{

    		// Remove any other hud pop-up
    		if(getActiveWindowClass() != m_winWeaponDesc.class)
    			hideActiveComWnd();
    		else
    		{
    			m_winWeaponDesc.resetRunningText(m_winWeaponDesc.m_strWeaponText);
    			if(m_winWeaponDesc.isFading())
    				m_winWeaponDesc.Show();

    		}

    		// Bring up the window
    		showActiveComWnd(m_winWeaponDesc);
    	}
    	else
    	{
    		m_winWeaponDesc.showInIntro();
    	}
    }

    // Hides a shown weapon description window, after
    // having introduced it before.
    simulated function hideWeaponDesc()
    {
    	m_winWeaponDesc.hide();
    }
    // Returns the class of any currently active window
    simulated function class getActiveWindowClass()
    {
    	if(None != m_oActiveComWnd)
    		if(m_oActiveComWnd.IsVisible())
    			return m_oActiveComWnd.class;

    	return None;

    }

    // Insert the pickup into the desired belt
    simulated function insertItemIntoBelt(SFPickup oSFPickup)
    {
    	// Check the active item belt
    	if(oSFPickup.bIsActiveItem)
    	{
    		//class'SFUtils'.Static.sfLogEx(4,"SFHUDWindowMgr - insertItemIntoBelt: Adding active item.");
    		m_winActiveItemBelt.insert(oSFPickup);
    	}
    	// Check the passive item belt
    	if(oSFPickup.bIsPassiveItem)
    	{
    		//class'SFUtils'.Static.sfLogEx(4,"SFHUDWindowMgr - insertItemIntoBelt: Adding passive item.");
    		m_winPassiveItemBelt.insert(oSFPickup);
    	}
    }

    // Remove the pickup into the desired belt
    simulated function removeItemFromBelt(SFPickup oSFPickup)
    {
    	// Check the active item belt
    	if(oSFPickup.bIsActiveItem)
    	{
    		m_winActiveItemBelt.removeItem(oSFPickup);
    	}
    	// Check the passive item belt
    	if(oSFPickup.bIsPassiveItem)
    	{
    		m_winPassiveItemBelt.removeItem(oSFPickup);
    	}
    }

    // Activates the item description window
    simulated function showItemDesc(Inventory oItem)
    {
    	local SFPickup				oSFPickup;
    	local SFSmartVestUpgrade	oUpgrade;
    	local SFPlayer				oOwner;
    	local bool					bShow;

    	// Early out, if this is not a SFPickup
    	if(!oItem.IsA('SFPickup'))
    		return;

    	// Get the SFPickup
    	oSFPickup = SFPickup(oItem);

    	// Do not allow two instances of this window
    //	if(getActiveWindowClass() == m_winItemDesc.class)
    //		return;

    	// Set the new weapon description
        m_winItemDesc.m_strName	= oItem.ItemName;
    	// Display explanation window
    //	m_winItemDesc.setRunningText(oSFPickup.ItemDescription, 0.03f);
    //	m_winItemDesc.m_fFadeTime = oSFPickup.FadeOutTime;
    	m_winItemDesc.m_strItemText = oSFPickup.ItemDescription;

    	// Set the mesh of the weapon to describe
    	if( None  != oItem)
    	{
    		m_winItemDesc.setIcon(oSFPickup.ItemIcon);
    		/*
    		m_winItemDesc.m_actMesh.Mesh		= oItem.default.Mesh;
    		m_winItemDesc.m_actMesh.Skin		= oItem.default.Skin;
    		m_winItemDesc.m_actMesh.SetCollisionSize(oItem.CollisionRadius, oItem.CollisionHeight);
    		//m_winItemDesc.m_fMeshScale			= (14/oItem.CollisionHeight);
    		m_winItemDesc.m_fMeshScale			= 1.0f;//(34/oWeapon.CollisionRadius); // Tested with this one.

    		*/
    	}

    	// Remove any other hud pop-up
    	if(getActiveWindowClass() != m_winItemDesc.class)
    		hideActiveComWnd();
    	else
    	{
    		m_winItemDesc.resetRunningText(m_winItemDesc.m_strItemText);
    		if(m_winItemDesc.isFading())
    			m_winItemDesc.Show();

    	}

    	// Bring up the window
    	showActiveComWnd(m_winItemDesc);
    }

    defaultproperties
    {
         m_nCapWndX=950
         m_nCapWndY=50
         m_nCapWndHeight=440
         m_nCapWndWidth=300
         m_nNodeWndX=450
         m_nNodeWndY=450
         m_nNodeWndHeight=400
         m_nNodeWndWidth=400
         m_nNPCWndX=290
         m_nNPCWndY=680
         m_nNPCWndHeight=256
         m_nNPCWndWidth=700
         m_nWeaponDescX=175
         m_nWeaponDescY=455
         m_nWeaponDescHeight=440
         m_nWeaponDescWidth=440
         m_nWeaponIconOffsetX=10
         m_nWeaponIconOffsetY=400
         m_nItemDescX=175
         m_nItemDescY=560
         m_nItemDescHeight=340
         m_nItemDescWidth=570
         m_nActiveItemBeltX=1000
         m_nActiveItemBeltY=910
         m_nActiveItemBeltHeight=40
         m_nActiveItemBeltWidth=260
         m_nPassiveItemBeltX=185
         m_nPassiveItemBeltY=910
         m_nPassiveItemBeltHeight=40
         m_nPassiveItemBeltWidth=260
         m_nSelectWeaponBeltX=1000
         m_nSelectWeaponBeltY=910
         m_nSelectWeaponHeight=32
         m_nSelectWeaponWidth=260
    }

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