# SpatialFear.SFHUD

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    //=============================================================================
    // Spatial Fear
    // Name: SFHUD
    // Description: SpatialFear main HUD class.
    //
    // Author: Markus Nuebel
    // Modified By: Chris Rogers
    //=============================================================================
    class SFHUD extends ChallengeHUD;

    enum EHealthState
    {
         HEALTH_GreenFast,
         HEALTH_GreenSlow,
         HEALTH_YellowFast,
         HEALTH_YellowSlow,
         HEALTH_RedFast,
         HEALTH_RedSlow,
         HEALTH_Critical,
         HEALTH_Undefined,
    };

    enum EArmorState
    {
         ARMOR_Level5,
         ARMOR_Level4,
         ARMOR_Level3,
         ARMOR_Level2,
         ARMOR_Level1,
         ARMOR_Level0,
         ARMOR_Undefined,
    };

    // Style of damage protection
    enum EDamageProtection
    {
    	DP_None,
    	DP_Gravity,
    	DP_Ballistic,	// shot
    	DP_Chemical,	// Corroded
    	DP_Fire,		// Burned
    	DP_Radiation,	// Radiation
    };

    const constScreenMaxX     = 1280;
    const constScreenMaxY     = 1024;

    struct Region
    {
         var() int X;
         var() int Y;
         var() int W;
         var() int H;
    };

    var SFFontInfo m_Fonts; // Private; Font factory
    var bool m_bHideStatus; // Private: Enables/Disables HUD drawing
    var Texture		m_texGreen;  // Private: Procedural green ring
    var Texture     m_texYellow; // Private: Procedural yellow ring
    var Texture     m_texRed; // Private: Procedural red ring
    var Texture		m_arTexArmor[6]; // Private: textures for armor rings
    var SFAnimatedTextureHelper m_oGreenHelper; // Private helper function to REALLY stop an animated texture, used for the green ring.
    var SFAnimatedTextureHelper m_oYellowHelper; // Private helper function to REALLY stop an animated texture, used for the green yellow.
    var SFAnimatedTextureHelper m_oRedHelper; // Private helper function to REALLY stop an animated texture, used for the green red.
    var float     m_fFastRot; // Private: fast rotation speed: Default: 3000 msecs
    var float     m_fSlowRot; // Private: fast rotation speed: Default: 5000 msecs
    var EHealthState     m_eHealthState; // Private: current health state;
    var Region     m_ScaledClippingRegion;
    var float m_fFastRotation; // Private: Animated Texture MaxFrameRate for fast ring rotations.
    var float m_fSlowRotation; // Private: Animated Texture MaxFrameRate for slow ring rotations.

    // Canvas info
    var float	m_fHUDScale; // Private: current HUD scale. Depends on screen resolution and user defined HUD size.
    var int		m_nCanvasClipX;
    var int		m_nCanvasClipY;

    // Crosshair change
    var globalconfig int	CrosshairCountSF;
    var globalconfig string CrossHairsSF[20];

    // HUD window manager
    var SFHUDWindowMgr	m_oHUDWndMgr;

    var bool			m_bItemBeltPopulated;

    var float m_fFocusDistance;			// Private: distance to check for tip actors
    var float m_fCommTipDistance;		// Private: distance to check for communication tip actors

    var class <Actor> m_clsActorTipTrigger; // Private class, for which Actor tips should be displayed

    // Smart vest upgrade modules
    var int					m_nUpgradeIconWidth, m_nUpgradeIconHeight;
    var SFIconWindow		m_winChemicalUpgrade;
    var int					m_nChemUGX, m_nChemUGY;
    var SFIconWindow		m_winFireUpgrade;
    var int					m_nFireUGX, m_nFireUGY;
    var SFIconWindow		m_winRadUpgrade;
    var int					m_nRadUGX, m_nRadUGY;
    var SFIconWindow		m_winComAvailable;
    var int					m_nComUGX, m_nComUGY;
    var int 				m_nComIconWidth, m_nComIconHeight;

    // UseKeyTrigger hint
    var int					m_nUseKeyUGX, m_nUseKeyUGY;
    var int 				m_nUseKeyIconWidth, m_nUseKeyIconHeight;
    var int					m_nUseKeyHintCounter;	// Used to not check the hint every frame
    var SFIconWindow		m_winUseKeyNear;

    // Communication tips
    var class<Actor>	m_clsCommunicationTip;
    var name			m_nameTipActor;
    var string			m_strCommunicationTip;
    var bool			m_bShowCommunicationTip;
    // Communication
    var SFCommunication	m_oAvailableCom;	// A communication will not travel!
    var SFCommunication	m_oComWaitingLine;	// A communication will not travel!

    // Communication Yes/No box
    var string			m_strYesText;
    var string			m_strNoText;

    var SFPickupTracker		m_oPickupTracker;

    // Window creation stuff
    var	int						m_nTicksPassed;
    var class<UWindowWindow>	m_clsWindow;
    var int						m_nWinLeft,m_nWinTop,m_nWinWidth,m_nWinHeight;
    var transient UWindowWindow			m_winMain;

    var bool bFirstTime;

    #exec OBJ LOAD FILE=..\Textures\LadrStatic.utx PACKAGE=Botpack.LadrStatic

    function bool DrawSpeechArea( Canvas Canvas, float XL, float YL )
    {
    	local float YPos, Yadj;
    	local float WackNumber;
    	local int paneltype;

    //log("DrawSpeechArea");
    	YPos = FMax(YL*4 + 8, 70*Scale);
    	Yadj = YPos + 7*Scale;
    	YPos *=2;
    	MinFaceAreaOffset = -1 * Yadj;
    	Canvas.Style = ERenderStyle.STY_Translucent;
    	Canvas.DrawColor = HUDColor * MessageFadeTime;

    	Canvas.SetPos(FaceAreaOffset, 0);
    	Canvas.DrawTile(texture'LadrStatic.Static_a00', Yadj, Yadj, 0, 0, texture'LadrStatic.Static_a00'.USize, texture'LadrStatic.Static_a00'.VSize);

    	WackNumber = 512*Scale - 64 + FaceAreaOffset; // 256*Scale - (512*Scale - (768*Scale - 64 + FaceAreaOffset));
    	if ( !PlayerOwner.Player.Console.bTyping )
    	{
    		paneltype = 0;
    	}
    	else
    	{
    		Canvas.StrLen("(>"@PlayerOwner.Player.Console.TypedStr$"_", XL, YL);
    		if (XL < 768*Scale)
    		{
    			paneltype = 1;
    		}
    		else
    		{
    			paneltype = 2;
    		}
    	}

    	Canvas.SetPos(Yadj + FaceAreaOffset, 0);
    	Canvas.DrawTile(FP1[paneltype], 256*Scale - FaceAreaOffset, YPos, 0, 0, FP1[paneltype].USize, FP1[paneltype].VSize);
    //log("Yadj + FaceAreaOffset" $ (Yadj + FaceAreaOffset) $ " FP1[paneltype] " $ FP1[paneltype]$ " 256*Scale - FaceAreaOffset " $ (256*Scale - FaceAreaOffset) $ "YPos " $ YPos $ "FP1[paneltype].USize " $ FP1[paneltype].USize $ " FP1[paneltype].VSize " $ FP1[paneltype].VSize);

    	Yadj += 256 * Scale;
    	Canvas.SetPos(Yadj, 0);
    	Canvas.DrawTile(FP2[paneltype], WackNumber, YPos, 0, 0, FP2[paneltype].USize, FP2[paneltype].VSize);

    	Canvas.SetPos(Yadj + WackNumber, 0);
    	Canvas.DrawTile(FP3[paneltype], 64, YPos, 0, 0, FP3[paneltype].USize, FP3[paneltype].VSize);
    }

    simulated function HUDSetup(canvas canvas)
    {
    	local int FontSize;

    	bResChanged = (Canvas.ClipX != OldClipX);
    	OldClipX = Canvas.ClipX;

    	PlayerOwner = PlayerPawn(Owner);
    	if ( PlayerOwner.ViewTarget == None )
    		PawnOwner = PlayerOwner;
    	else if ( PlayerOwner.ViewTarget.bIsPawn )
    		PawnOwner = Pawn(PlayerOwner.ViewTarget);
    	else
    		PawnOwner = PlayerOwner;

    	// Setup the way we want to draw all HUD elements
    	Canvas.Reset();

    	Canvas.SpaceX=0;
    	Canvas.bNoSmooth = True;

    	FontSize = Min(3, HUDScale * Canvas.ClipX/500);
    	Scale = (HUDScale * Canvas.ClipX)/1280.0;

    	Canvas.Font = MyFonts.GetSmallFont( Canvas.ClipX );

    	SolidHUDColor = FavoriteHUDColor * 15.9;
    	if ( (Opacity == 16) || !Level.bHighDetailMode )
    	{
    		Style = ERenderStyle.STY_Normal;
    		BaseColor = WhiteColor;
    		HUDColor = SolidHUDColor;
    	}
    	else
    	{
    //log("translucent");
    		Style = ERenderStyle.STY_Translucent;
    		BaseColor = (16 * Opacity + 15) * UnitColor;
    		HUDColor = FavoriteHUDColor * (Opacity + 0.9);
    	}
    	Canvas.DrawColor = BaseColor;
    	Canvas.Style = Style;
    	bLowRes = ( Canvas.ClipX < 400 );
    	if ( bLowRes )
    		WeaponScale = 1.0;
    }

    simulated function PostRender( canvas Canvas )
    {
    	local float XL, YL, XPos, YPos, FadeValue;
    	local string Message;
    	local int M, i, j, k, XOverflow;
    	local float OldOriginX;

    	HUDSetup(canvas);
    	if ( (PawnOwner == None) || (PlayerOwner.PlayerReplicationInfo == None) )
    		return;

    	if ( bShowInfo )
    	{
    		ServerInfo.RenderInfo( Canvas );
    		return;
    	}

    	Canvas.Font = m_Fonts.GetSmallFont( Canvas.ClipX );
    	OldOriginX = Canvas.OrgX;
    //log("OldOriginX: " $ OldOriginX );
    	// Master message short queue control loop.
    	Canvas.Font = m_Fonts.GetSmallFont( Canvas.ClipX );
    	Canvas.StrLen("TEST", XL, YL);
    	Canvas.SetClip(768*Scale - 10, Canvas.ClipY);
    //log("SetClip: " $ 768*Scale - 10 );

    //log("Canvas1: X " $ Canvas.OrgX $ "Canvas: Y " $ Canvas.OrgY );
    	bDrawFaceArea = false;
    	if ( !bHideFaces && !PlayerOwner.bShowScores && !bForceScores && !bHideHUD
    			&& !PawnOwner.PlayerReplicationInfo.bIsSpectator && (Scale >= 0.4) )
    	{
    		DrawSpeechArea(Canvas, XL, YL);
    		bDrawFaceArea = (FaceTexture != None) && (FaceTime > Level.TimeSeconds);
    		if ( bDrawFaceArea )
    		{
    			if ( !bHideHUD && ((PawnOwner.PlayerReplicationInfo == None) || !PawnOwner.PlayerReplicationInfo.bIsSpectator) )
    			{
    //log("Moving origin");
    				Canvas.SetOrigin( FMax(YL*4 + 8, 70*Scale) + 7*Scale + 6 + FaceAreaOffset, Canvas.OrgY );
    			}
    		}
    	}
    //log("Canvas2: X " $ Canvas.OrgX $ "Canvas: Y " $ Canvas.OrgY );

    	for (i=0; i<4; i++)
    	{
    		if ( ShortMessageQueue[i].Message != None )
    		{
    //log("ShortMessageQueue[" $ i $ "].Message: " $ ShortMessageQueue[i].Message);
    			j++;

    			if ( bResChanged || (ShortMessageQueue[i].XL == 0) )
    			{
    				if ( ShortMessageQueue[i].Message.Default.bComplexString )
    					Canvas.StrLen(ShortMessageQueue[i].Message.Static.AssembleString(
    											self,
    											ShortMessageQueue[i].Switch,
    											ShortMessageQueue[i].RelatedPRI,
    											ShortMessageQueue[i].StringMessage),
    								   ShortMessageQueue[i].XL, ShortMessageQueue[i].YL);
    				else
    					Canvas.StrLen(ShortMessageQueue[i].StringMessage, ShortMessageQueue[i].XL, ShortMessageQueue[i].YL);
    				Canvas.StrLen("TEST", XL, YL);
    				ShortMessageQueue[i].numLines = 1;
    				if ( ShortMessageQueue[i].YL > YL )
    				{
    					ShortMessageQueue[i].numLines++;
    					for (k=2; k<4-i; k++)
    					{
    						if (ShortMessageQueue[i].YL > YL*k)
    							ShortMessageQueue[i].numLines++;
    					}
    				}
    			}

    			// Keep track of the amount of lines a message overflows, to offset the next message with.
    			Canvas.SetPos(6, 2 + YL * YPos);
    			YPos += ShortMessageQueue[i].numLines;
    			if ( YPos > 4 )
    				break;

    			if ( ShortMessageQueue[i].Message.Default.bComplexString )
    			{
    				// Use this for string messages with multiple colors.
    				ShortMessageQueue[i].Message.Static.RenderComplexMessage(
    					Canvas,
    					ShortMessageQueue[i].XL,  YL,
    					ShortMessageQueue[i].StringMessage,
    					ShortMessageQueue[i].Switch,
    					ShortMessageQueue[i].RelatedPRI,
    					None,
    					ShortMessageQueue[i].OptionalObject
    					);
    			}
    			else
    			{
    				Canvas.DrawColor = ShortMessageQueue[i].Message.Default.DrawColor;
    				Canvas.DrawText(ShortMessageQueue[i].StringMessage, False);
    			}
    		}
    	}

    	Canvas.DrawColor = WhiteColor;
    	Canvas.SetClip(OldClipX, Canvas.ClipY);
    	Canvas.SetOrigin(OldOriginX, Canvas.OrgY);

    	if ( PlayerOwner.bShowScores || bForceScores )
    	{
    		if ( (PlayerOwner.Scoring == None) && (PlayerOwner.ScoringType != None) )
    			PlayerOwner.Scoring = Spawn(PlayerOwner.ScoringType, PlayerOwner);
    		if ( PlayerOwner.Scoring != None )
    		{
    			PlayerOwner.Scoring.OwnerHUD = self;
    			PlayerOwner.Scoring.ShowScores(Canvas);
    			if ( PlayerOwner.Player.Console.bTyping )
    				DrawTypingPrompt(Canvas, PlayerOwner.Player.Console);
    			return;
    		}
    	}

    	YPos = FMax(YL*4 + 8, 70*Scale);
    	if ( bDrawFaceArea )
    		DrawTalkFace( Canvas,0, YPos );
    	if (j > 0)
    	{
    		bDrawMessageArea = True;
    		MessageFadeCount = 2;
    	}
    	else
    		bDrawMessageArea = False;

    	if ( !bHideCenterMessages )
    	{
    		// Master localized message control loop.
    		for (i=0; i<10; i++)
    		{
    			if (LocalMessages[i].Message != None)
    			{
    				if (LocalMessages[i].Message.Default.bFadeMessage && Level.bHighDetailMode)
    				{
    					Canvas.Style = ERenderStyle.STY_Translucent;
    					FadeValue = (LocalMessages[i].EndOfLife - Level.TimeSeconds);
    					if (FadeValue > 0.0)
    					{
    						if ( bResChanged || (LocalMessages[i].XL == 0) )
    						{
    							if ( LocalMessages[i].Message.Static.GetFontSize(LocalMessages[i].Switch) == 1 )
    								LocalMessages[i].StringFont = m_Fonts.GetBigFont( Canvas.ClipX );
    							else // ==2
    								LocalMessages[i].StringFont = m_Fonts.GetHugeFont( Canvas.ClipX );
    							Canvas.Font = LocalMessages[i].StringFont;
    							Canvas.StrLen(LocalMessages[i].StringMessage, LocalMessages[i].XL, LocalMessages[i].YL);
    							LocalMessages[i].YPos = LocalMessages[i].Message.Static.GetOffset(LocalMessages[i].Switch, LocalMessages[i].YL, Canvas.ClipY);
    						}
    						Canvas.Font = LocalMessages[i].StringFont;
    						Canvas.DrawColor = LocalMessages[i].DrawColor * (FadeValue/LocalMessages[i].LifeTime);
    						Canvas.SetPos( 0.5 * (Canvas.ClipX - LocalMessages[i].XL), LocalMessages[i].YPos );
    						Canvas.DrawText( LocalMessages[i].StringMessage, False );
    					}
    				}
    				else
    				{
    					if ( bResChanged || (LocalMessages[i].XL == 0) )
    					{
    						if ( LocalMessages[i].Message.Static.GetFontSize(LocalMessages[i].Switch) == 1 )
    							LocalMessages[i].StringFont = m_Fonts.GetBigFont( Canvas.ClipX );
    						else // == 2
    							LocalMessages[i].StringFont = m_Fonts.GetHugeFont( Canvas.ClipX );
    						Canvas.Font = LocalMessages[i].StringFont;
    						Canvas.StrLen(LocalMessages[i].StringMessage, LocalMessages[i].XL, LocalMessages[i].YL);
    						LocalMessages[i].YPos = LocalMessages[i].Message.Static.GetOffset(LocalMessages[i].Switch, LocalMessages[i].YL, Canvas.ClipY);
    					}
    					Canvas.Font = LocalMessages[i].StringFont;
    					Canvas.Style = ERenderStyle.STY_Normal;
    					Canvas.DrawColor = LocalMessages[i].DrawColor;
    					Canvas.SetPos( 0.5 * (Canvas.ClipX - LocalMessages[i].XL), LocalMessages[i].YPos );
    					Canvas.DrawText( LocalMessages[i].StringMessage, False );
    				}
    			}
    		}
    	}
    	Canvas.Style = ERenderStyle.STY_Normal;

    	if ( !PlayerOwner.IsInState('PlayerChat') && !PlayerOwner.bBehindView && (PawnOwner.Weapon != None) && (Level.LevelAction == LEVACT_None) )
    	{
    		Canvas.DrawColor = WhiteColor;
    		PawnOwner.Weapon.PostRender(Canvas);
    		if ( !PawnOwner.Weapon.bOwnsCrossHair )
    			DrawCrossHair(Canvas, 0,0 );
    	}

    	if ( (PawnOwner != Owner) && PawnOwner.bIsPlayer )
    	{
    		Canvas.Font = m_Fonts.GetSmallFont( Canvas.ClipX );
    		Canvas.bCenter = true;
    		Canvas.Style = ERenderStyle.STY_Normal;
    		Canvas.DrawColor = CyanColor * TutIconBlink;
    		Canvas.SetPos(4, Canvas.ClipY - 96 * Scale);
    		Canvas.DrawText( LiveFeed$PawnOwner.PlayerReplicationInfo.PlayerName, true );
    		Canvas.bCenter = false;
    		Canvas.DrawColor = WhiteColor;
    		Canvas.Style = Style;
    	}

    	if ( bStartUpMessage && (Level.TimeSeconds < 5) )
    	{
    		bStartUpMessage = false;
    		PlayerOwner.SetProgressTime(7);
    	}
    	if ( (PlayerOwner.ProgressTimeOut > Level.TimeSeconds) && !bHideCenterMessages )
    		DisplayProgressMessage(Canvas);

    	// Display MOTD
    	if ( MOTDFadeOutTime > 0.0 )
    		DrawMOTD(Canvas);

    	if( !bHideHUD )
    	{
    		if ( !PawnOwner.PlayerReplicationInfo.bIsSpectator )
    		{
    			Canvas.Style = Style;

    			// Draw Health/Armor status
    			DrawStatus(Canvas);

    			// Display Weapons
    			if ( !bHideAllWeapons )
    				DrawWeapons(Canvas);
    			else if ( Level.bHighDetailMode
    					&& (PawnOwner == PlayerOwner) && (PlayerOwner.Handedness == 2) )
    			{
    				// if weapon bar hidden and weapon hidden, draw weapon name when it changes
    				if ( PawnOwner.PendingWeapon != None )
    				{
    					WeaponNameFade = 1.0;
    					Canvas.Font = m_Fonts.GetBigFont( Canvas.ClipX );
    					Canvas.DrawColor = PawnOwner.PendingWeapon.NameColor;
    					Canvas.SetPos(Canvas.ClipX - 360 * Scale, Canvas.ClipY - 64 * Scale);
    					Canvas.DrawText(PawnOwner.PendingWeapon.ItemName, False);
    				}
    				else if ( (Level.NetMode == NM_Client)
    						&& PawnOwner.IsA('TournamentPlayer') && (TournamentPlayer(PawnOwner).ClientPending != None) )
    				{
    					WeaponNameFade = 1.0;
    					Canvas.Font = m_Fonts.GetBigFont( Canvas.ClipX );
    					Canvas.DrawColor = TournamentPlayer(PawnOwner).ClientPending.NameColor;
    					Canvas.SetPos(Canvas.ClipX - 360 * Scale, Canvas.ClipY - 64 * Scale);
    					Canvas.DrawText(TournamentPlayer(PawnOwner).ClientPending.ItemName, False);
    				}
    				else if ( (WeaponNameFade > 0) && (PawnOwner.Weapon != None) )
    				{
    					Canvas.Font = m_Fonts.GetBigFont( Canvas.ClipX );
    					Canvas.DrawColor = PawnOwner.Weapon.NameColor;
    					if ( WeaponNameFade < 1 )
    						Canvas.DrawColor = Canvas.DrawColor * WeaponNameFade;
    					Canvas.SetPos(Canvas.ClipX - 360 * Scale, Canvas.ClipY - 64 * Scale);
    					Canvas.DrawText(PawnOwner.Weapon.ItemName, False);
    				}
    			}
    			// Display Frag count
    			if ( !bAlwaysHideFrags && !bHideFrags )
    				DrawFragCount(Canvas);
    		}
    		// Team Game Synopsis
    		if ( !bHideTeamInfo )
    			DrawGameSynopsis(Canvas);

    		// Display Identification Info
    		if ( PawnOwner == PlayerOwner )
    			DrawIdentifyInfo(Canvas);

    		if ( HUDMutator != None )
    			HUDMutator.PostRender(Canvas);

    		if ( (PlayerOwner.GameReplicationInfo != None) && (PlayerPawn(Owner).GameReplicationInfo.RemainingTime > 0) )
    		{
    			if ( TimeMessageClass == None )
    				TimeMessageClass = class<CriticalEventPlus>(DynamicLoadObject("Botpack.TimeMessage", class'Class'));

    			if ( (PlayerOwner.GameReplicationInfo.RemainingTime <= 300)
    			  && (PlayerOwner.GameReplicationInfo.RemainingTime != LastReportedTime) )
    			{
    				LastReportedTime = PlayerOwner.GameReplicationInfo.RemainingTime;
    				if ( PlayerOwner.GameReplicationInfo.RemainingTime <= 30 )
    				{
    					bTimeValid = ( bTimeValid || (PlayerOwner.GameReplicationInfo.RemainingTime > 0) );
    					if ( PlayerOwner.GameReplicationInfo.RemainingTime == 30 )
    						TellTime(5);
    					else if ( bTimeValid && PlayerOwner.GameReplicationInfo.RemainingTime <= 10 )
    						TellTime(16 - PlayerOwner.GameReplicationInfo.RemainingTime);
    				}
    				else if ( PlayerOwner.GameReplicationInfo.RemainingTime % 60 == 0 )
    				{
    					M = PlayerOwner.GameReplicationInfo.RemainingTime/60;
    					TellTime(5 - M);
    				}
    			}
    		}
    	}
    	if ( PlayerOwner.Player.Console.bTyping )
    		DrawTypingPrompt(Canvas, PlayerOwner.Player.Console);

    	if ( PlayerOwner.bBadConnectionAlert && (PlayerOwner.Level.TimeSeconds > 5) )
    	{
    		Canvas.Style = ERenderStyle.STY_Normal;
    		Canvas.DrawColor = WhiteColor;
    		Canvas.SetPos(Canvas.ClipX - (64*Scale), Canvas.ClipY / 2);
    		Canvas.DrawIcon(texture'DisconnectWarn', Scale);
    	}
    }

    // function
    exec function bool openWindow(class<UWindowWindow> clsWindow, int nLeft, int nTop, int nWidht, int nHeight)
    {
    	local PlayerPawn P;
    	local WindowConsole C;

    	// Check for a pawn
    	P = PlayerPawn(Owner);
    	if (P==None)
    	{
    		class'SFUtils'.Static.sfError("SFHUD - openWindow: Cannot open a window on a non player actor.");
    		return false;
    	}

    	// Get the console from the playerpawn
    	C = WindowConsole(P.Player.Console);
    	if (C==None)
    	{
    		class'SFUtils'.Static.sfError("SFHUD - openWindow: Cannot retrieve console reference.");
    		return false;
    	}

    	// Check, if this console already has a root window
    	if (!C.bCreatedRoot || C.Root==None)
    	{
    		// Tell the console to create the root
    		C.CreateRootWindow(None);
    	}

    	// Hide the status and menu bars and all other windows, so that our window alone will show
    	C.bQuickKeyEnable = true;

    	// Launch the console
    	C.LaunchUWindow();

    	// Save the info needed by setupWindow
    	m_clsWindow		= clsWindow;
    	m_nWinLeft		= nLeft;
    	m_nWinTop		= nTop;
    	m_nWinWidth		= nWidht;
    	m_nWinHeight	= nHeight;

    	// tick counts down to zero and then calls setup window
    	// by this time the console should be up and running
    	m_nTicksPassed = 1;

    	return true;
    }

    // This function sets up a window using the launched console
    simulated function bool setupWindow ()
    {
    	local WindowConsole C;

    	// Get created console window
    	C = WindowConsole(PlayerPawn(Owner).Player.Console);

    	// Create the new client window
    	m_winMain = C.Root.CreateWindow(m_clsWindow, m_nWinLeft, m_nWinTop, m_nWinWidth, m_nWinHeight);

    	if (None == m_winMain)
    	{
    		class'SFUtils'.Static.sfError("SFHUD - setupWindow: Cannot created window: " $ m_clsWindow.name);
    		return false;
    	}

    	// We don't want to see the console, jus the client window
    	if ( C.bShowConsole )
    		C.HideConsole();

    	// Make it show even when everything else is hidden through bQuickKeyEnable
    	m_winMain.bLeaveOnScreen = True;

    	// Check for Quicksave window
    	if(m_winMain.isA('SFQuickSaveBox'))
    		SFQuickSaveBox(m_winMain).m_oPlayer=SFPlayer(Owner);
    	// Check for communication yes/no box
    	if(m_winMain.isA('SFCommYesNo'))
    		SFCommYesNo(m_winMain).m_oHUD=SFHUD(SFPlayer(Owner).myHUD);

    	// Show the window
    	m_winMain.ShowWindow();

    	return true;
    }

    // Called every tick
    simulated function Tick(float DeltaTime)
    {
    	if (m_nTicksPassed != 0)
    	{
    		if (m_nTicksPassed++ == 2)
    		{
    			// create configured window
    			setupWindow();
    			// Reset TicksPassed to 0
    			m_nTicksPassed = 0;
    		}
    	}

    	// Check for communication in line
    	if(None != m_oComWaitingLine)
    	{
    		if(m_oHUDWndMgr.canCancelCurrentCom())
    		{
    			// Try again
    			playCommunication();
    			// Clear waiting line
    			m_oComWaitingLine	= None;
    		}

    	}
    }

    exec function SFShowAll()
    {
    	m_oHUDWndMgr.bShowAll = !m_oHUDWndMgr.bShowAll;

    	m_winChemicalUpgrade.show();
    	m_winRadUpgrade.show();
    	m_winFireUpgrade.show();
    	m_winComAvailable.show();
    	m_winUseKeyNear.show();

    }

    // All initialization stuff
    simulated function PostBeginPlay()
    {
         // Call to base class
         Super.PostBeginPlay();

         // Load needed textures (not any more - useless function)
         // loadTextures();

         // Setup font factory
         m_Fonts = spawn(class<SFFontInfo>(DynamicLoadObject("SpatialFear.SFFontInfo", class'Class')));

    	 // Some inits
    	 m_fHUDScale = Scale*StatusScale;

    	if((None != Owner) && Owner.IsA('SFPlayer'))
    	{
    		 // Setup  the window manager
    		 m_oHUDWndMgr = Spawn(class'SFHUDWindowMgr');
    		 m_oHUDWndMgr.init(SFPlayer(Owner), m_fHUDScale);

    		// Setup smart vest upgrade modules
    		// Chemical upgrade
    		m_winChemicalUpgrade = PlayerPawn(Owner).Spawn(class'SFIconWindow');
    		if(None != m_winChemicalUpgrade)
    		{
    			m_winChemicalUpgrade.init(m_fHUDScale, m_nChemUGX, m_nChemUGY, m_nUpgradeIconWidth, m_nUpgradeIconHeight, Pawn(Owner));
    			m_winChemicalUpgrade.setTexture(Texture'SFResource1.Icons.ChemModIco');
    			m_winChemicalUpgrade.setSingleFadeReverse(3.0f);
    		}
    		// Fire upgrade
    		m_winFireUpgrade = PlayerPawn(Owner).Spawn(class'SFIconWindow');
    		if(None != m_winFireUpgrade)
    		{
    			m_winFireUpgrade.init(m_fHUDScale, m_nFireUGX, m_nFireUGY, m_nUpgradeIconWidth, m_nUpgradeIconHeight, Pawn(Owner));
    			m_winFireUpgrade.setTexture(Texture'SFResource1.Icons.FireModIco');
    			m_winFireUpgrade.setSingleFadeReverse(3.0f);
    		}
    		// Radiation upgrade
    		m_winRadUpgrade	= PlayerPawn(Owner).Spawn(class'SFIconWindow');
    		if(None != m_winRadUpgrade)
    		{
    			m_winRadUpgrade.init(m_fHUDScale, m_nRadUGX, m_nRadUGY, m_nUpgradeIconWidth, m_nUpgradeIconHeight, Pawn(Owner));
    			m_winRadUpgrade.setTexture(Texture'SFResource1.Icons.RadModIco');
    			m_winRadUpgrade.setSingleFadeReverse(3.0f);
    		}
    		// The "communication available" icon
    		m_winComAvailable = PlayerPawn(Owner).Spawn(class'SFIconWindow');
    		m_winComAvailable.init(m_fHUDScale, 14, 832, 256, 256, Pawn(Owner));
    		m_winComAvailable.m_nDisplaySize	= 256;
    		// m_winComAvailable.setTexture(Texture'SFResource1.CaptainBtn.comm_a00');
    		m_winComAvailable.setTexture(Texture'SFInterface.HUD.MSet_Comm_a00');
    		m_winComAvailable.m_sndOpen=Sound'SFResource1.Window.IncommingCapMsg';
    		m_winComAvailable.m_fOpenSoundVol=2.0;

    		// The "UseKeyTrigger Near" icon
    		m_winUseKeyNear = PlayerPawn(Owner).Spawn(class'SFIconWindow');
    		m_winUseKeyNear.init(m_fHUDScale, m_nUseKeyUGX, m_nUseKeyUGY, m_nUsekeyIconWidth, m_nUseKeyIconHeight, Pawn(Owner));
    		m_winUseKeyNear.m_nDisplaySize	= 64;
    		m_winUseKeyNear.setTexture(Texture'SFResource1.Icons.UseKeyHint');
    		m_winUseKeyNear.hide();

    		// Create the pickup tracker
    		m_oPickupTracker	= Spawn(class'SFPickupTracker');
    	}

    	bShowInfo=false;
    }

    // Activates the display of the "near UseKeyTrigger" icon

    simulated function showAvailableUseKey()
    {
    	if(!m_winUseKeyNear.isVisible() && ! m_winUseKeyNear.IsFadingIn())
    	{
    		m_winUseKeyNear.setSingleFadeReverse(0.7f);
    		m_winUseKeyNear.show();
    	}

    }

    // Deactivates the display of the "near UseKeyTrigger" icon
    simulated function hideAvailableUseKey()
    {
    	if(m_winUseKeyNear.IsVisible() && !m_winUseKeyNear.IsFadingOut())
    		m_winUseKeyNear.setSingleFade(0.7f);
    }

    // Activates the display of the "available communication" icon
    simulated function showAvailableCom()
    {
    	m_winComAvailable.setSingleFadeReverse(3.0f);
    	m_winComAvailable.show();
    }

    // Deactivates the display of the "available communication" icon
    simulated function hideAvailableCom()
    {
    	m_winComAvailable.setSingleFade(3.0f);
    }

    // Cancels any open communication window
    simulated function CancelComm()
    {
    	m_oHUDWndMgr.cancelComm();
    }

    // Pauses the communication due to a message box display
    simulated function PauseComm()
    {
    	m_oHUDWndMgr.pauseCommunication();
    }

    // Resumes a communication with a passed in answer
    simulated function ResumeComm(bool bYesNo)
    {
    	m_oHUDWndMgr.resumeCommunication(bYesNo);
    }

    // Brings up the weapon select window
    simulated function showWeaponSelection(SFPickup oPickup)
    {
    	m_oHUDWndMgr.showWeaponSelection(oPickup);
    }

    // Base class override, to use SF crosshairs instead of UT's
    simulated function ChangeCrosshair(int d)
    {
    	Crosshair = Crosshair + d;
    	if ( Crosshair >= CrossHairCountSF )
    		Crosshair = 0;
    	else
    	if ( Crosshair < 0 )
    		Crosshair = CrossHairCountSF-1;

    	//class'SFUtils'.Static.sfLogEx(5, "SFHUD - ChangeCrosshair: d " $ d $ " Crosshair: " $ Crosshair );
    }

    // Base class override, to use SF crosshairs instead of UT's
    simulated function Texture LoadCrosshair(int c)
    {
    	local int nSFCrosshair;

    	nSFCrosshair = c;

    	//class'SFUtils'.Static.sfLogEx(5, "SFHUD - LoadCrosshair: " $ c $ " Name: " $ CrossHairs[c]);

    	// Check for limits
    	if ( c >= CrossHairCountSF )
    		nSFCrosshair = 0;
    	else
    	if ( c < 0 )

    		nSFCrosshair = CrossHairCountSF-1;

    	CrossHairTextures[c] = Texture(DynamicLoadObject(CrossHairsSF[nSFCrosshair], class'Texture'));
    	return CrossHairTextures[c];
    }

    // Base class override to handle crosshairs of different size an
    // to repalce the original ones
    simulated function DrawCrossHair( canvas Canvas, int X, int Y)
    {
    	local float XScale, PickDiff;
    	local float XLength;
    	local texture T;

    	// Used to cope with original UT crosshairs
     	if (Crosshair>=CrosshairCountSF)
    		Crosshair = CrosshairCountSF-1;

    	T = CrossHairTextures[Crosshair];
    	if( T == None )
    		T = LoadCrosshair(Crosshair);

    	if ( Canvas.ClipX < 512 )
    		XScale = 0.5;
    	else
    		XScale = FMax(1, int(0.1 + Canvas.ClipX/640.0));
    	PickDiff = Level.TimeSeconds - PickupTime;
    	if ( PickDiff < 0.4 )
    	{
    		if ( PickDiff < 0.2 )
    			XScale *= (1 + 5 * PickDiff);
    		else
    			XScale *= (3 - 5 * PickDiff);
    	}
    	XLength = XScale * T.VSize;

    	Canvas.bNoSmooth = False;
    	if ( PlayerOwner.Handedness == -1 )
    		Canvas.SetPos(0.503 * (Canvas.ClipX - XLength), 0.504 * (Canvas.ClipY - XLength));
    	else if ( PlayerOwner.Handedness == 1 )
    		Canvas.SetPos(0.497 * (Canvas.ClipX - XLength), 0.496 * (Canvas.ClipY - XLength));
    	else
    		Canvas.SetPos(0.5 * (Canvas.ClipX - XLength), 0.5 * (Canvas.ClipY - XLength));
    	Canvas.Style = ERenderStyle.STY_Translucent;
    	Canvas.DrawColor = 15 * CrosshairColor;

    	Canvas.DrawTile(T, XLength, XLength, 0, 0, T.USize, T.VSize);
    	Canvas.bNoSmooth = True;
    	Canvas.Style = Style;
    }

    // Entry point for string messages.
    // Overwritten to provide our own message classes
    simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name MsgType )
    {
    	local int i;
    	local Class<LocalMessage> MessageClass;

    	switch (MsgType)
    	{
    		case 'Say':
    		case 'TeamSay':
    			MessageClass = class'SayMessagePlus';

    			break;
    		case 'CriticalEvent':

    			MessageClass = class'CriticalStringPlus';
    			LocalizedMessage( MessageClass, 0, None, None, None, Msg );
    			return;
    		case 'DeathMessage':
    			MessageClass = class'RedSayMessagePlus';
    			break;
    		case 'SFTrigger':
    			MessageClass = class'SFTriggerMessage';
    			break;
    		case 'Pickup':
    			PickupTime = Level.TimeSeconds;
    		default:
    			MessageClass = class'StringMessagePlus';
    			break;
    	}

    	if ( ClassIsChildOf(MessageClass, class'SayMessagePlus') ||
    				     ClassIsChildOf(MessageClass, class'TeamSayMessagePlus') )
    	{
    		FaceTexture = PRI.TalkTexture;
    		if ( FaceTexture != None )
    			FaceTime = Level.TimeSeconds + 3;
    		if ( Msg == "" )
    			return;
    	}
    	for (i=0; i<4; i++)
    	{
    		if ( ShortMessageQueue[i].Message == None )
    		{
    			// Add the message here.
    			ShortMessageQueue[i].Message = MessageClass;
    			ShortMessageQueue[i].Switch = 0;
    			ShortMessageQueue[i].RelatedPRI = PRI;
    			ShortMessageQueue[i].OptionalObject = None;
    			ShortMessageQueue[i].EndOfLife = MessageClass.Default.Lifetime + Level.TimeSeconds;
    			if ( MessageClass.Default.bComplexString )
    				ShortMessageQueue[i].StringMessage = Msg;
    			else
    				ShortMessageQueue[i].StringMessage = MessageClass.Static.AssembleString(self,0,PRI,Msg);
    			return;

    		}
    	}

    	// No empty slots.  Force a message out.
    	for (i=0; i<3; i++)
    		CopyMessage(ShortMessageQueue[i], ShortMessageQueue[i+1]);

    	ShortMessageQueue[3].Message = MessageClass;
    	ShortMessageQueue[3].Switch = 0;
    	ShortMessageQueue[3].RelatedPRI = PRI;
    	ShortMessageQueue[3].OptionalObject = None;
    	ShortMessageQueue[3].EndOfLife = MessageClass.Default.Lifetime + Level.TimeSeconds;
    	if ( MessageClass.Default.bComplexString )
    		ShortMessageQueue[3].StringMessage = Msg;
    	else
    		ShortMessageQueue[3].StringMessage = MessageClass.Static.AssembleString(self,0,PRI,Msg);
    }

    // Advises the item belt to activate the current item
    simulated function activateItem()
    {
    	m_oHUDWndMgr.activateItem();
    }

    // Select next item in active item belt

    simulated function nextItem()
    {
    	m_oHUDWndMgr.nextItem();
    }

    // Select previous item in active item belt
    simulated function prevItem()
    {
    	m_oHUDWndMgr.prevItem();
    }

    // Show hide the passive item window
    simulated function passiveItem()
    {
    	m_oHUDWndMgr.passiveItem();
    }

    // Draws the animated rings representing your current health status.
    simulated function drawHealthStatus(Canvas Canvas)
    {
    	local bool                    bSpeedUp;
    	local bool                    bSlowDown;
    	local EHealthState          eHealthState;
    	local int					nYPos;
    	local int					nXPos;

    	// Some inits
    	bSpeedUp	= false;
    	bSlowDown	= false;

    	Canvas.DrawColor	= Canvas.DrawColor * 0.8f;
    	nYPos				= 832*m_fHUDScale;
    //	nYPos				= Canvas.ClipY -(191*m_fHUDScale);
    //	nXPos				= 32*m_fHUDScale;
    	nXPos				= 14*m_fHUDScale;

    	// Get the current health state
    	eHealthState = getHealthState();

    /*
         // Check health state difference and update speed of animated textures
         if(((eHealthState == HEALTH_GreenFast) || (eHealthState == HEALTH_RedFast) || (eHealthState == HEALTH_YellowFast))
              && ((m_eHealthState == HEALTH_GreenSlow) || (m_eHealthState == HEALTH_RedSlow) || (m_eHealthState == HEALTH_YellowSlow) || (m_eHealthState == HEALTH_Critical)))
              // Getting faster
              bSpeedUp     = true;

         if(((eHealthState == HEALTH_GreenSlow) || (eHealthState == HEALTH_RedSlow) || (eHealthState == HEALTH_YellowSlow))
              && ((m_eHealthState == HEALTH_GreenFast) || (m_eHealthState == HEALTH_RedFast) || (m_eHealthState == HEALTH_YellowFast) || (m_eHealthState == HEALTH_Critical)))
              // Getting slower
              bSlowDown     = true;
    */

    	Canvas.Style = ERenderStyle.STY_Translucent;

    // No longer using the rings
    /*
    		// Select appropriate texture
    		switch(eHealthState)
    		{
    		case HEALTH_GreenFast:
    			m_oGreenHelper.startAnimation(m_fFastRotation);
    			m_oYellowHelper.stopAnimation();
    			m_oRedHelper.stopAnimation();

    			Canvas.SetPos(nXPos, nYPos);

    			Canvas.DrawTile(m_texRed, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);

    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texYellow, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texGreen, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			break;
    		case HEALTH_GreenSlow:
    			m_oGreenHelper.startAnimation(m_fSlowRotation);
    			m_oYellowHelper.stopAnimation();
    			m_oRedHelper.stopAnimation();

    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texRed, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texYellow, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texGreen, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			break;
    		case HEALTH_YellowFast:
    			m_oYellowHelper.startAnimation(m_fFastRotation);
    			m_oRedHelper.stopAnimation();

    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texRed, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texYellow, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			break;
    		case HEALTH_YellowSlow:
    			m_oYellowHelper.startAnimation(m_fSlowRotation);
    			m_oRedHelper.stopAnimation();

    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texRed, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texYellow, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			break;
    		case HEALTH_RedFast:
    			m_oRedHelper.startAnimation(m_fFastRotation);

    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texRed, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			break;
    		case HEALTH_RedSlow:
    			m_oRedHelper.startAnimation(m_fSlowRotation);

    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(m_texRed, 128*m_fHUDScale, 128*m_fHUDScale, 0, 0, 128.0, 128.0);
    			break;
    		case HEALTH_Critical:

    			// Nothing to drawn here.

    			break;

    		}
    */

    		// Select appropriate texture
    		switch(eHealthState)
    		{

    		case HEALTH_GreenFast:
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(Texture(DynamicLoadObject("SFInterface.HUD.Health_Ammo_6", class'Texture')), 256*m_fHUDScale, 128*m_fHUDScale, 0, 0, 256.0, 128.0);
    			break;
    		case HEALTH_GreenSlow:
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(Texture(DynamicLoadObject("SFInterface.HUD.Health_Ammo_5", class'Texture')), 256*m_fHUDScale, 128*m_fHUDScale, 0, 0, 256.0, 128.0);
    			break;
    		case HEALTH_YellowFast:
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(Texture(DynamicLoadObject("SFInterface.HUD.Health_Ammo_4", class'Texture')), 256*m_fHUDScale, 128*m_fHUDScale, 0, 0, 256.0, 128.0);
    			break;
    		case HEALTH_YellowSlow:
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(Texture(DynamicLoadObject("SFInterface.HUD.Health_Ammo_3", class'Texture')), 256*m_fHUDScale, 128*m_fHUDScale, 0, 0, 256.0, 128.0);
    			break;
    		case HEALTH_RedFast:
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(Texture(DynamicLoadObject("SFInterface.HUD.Health_Ammo_2", class'Texture')), 256*m_fHUDScale, 128*m_fHUDScale, 0, 0, 256.0, 128.0);
    			break;
    		case HEALTH_RedSlow:
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(Texture(DynamicLoadObject("SFInterface.HUD.Health_Ammo_1", class'Texture')), 256*m_fHUDScale, 128*m_fHUDScale, 0, 0, 256.0, 128.0);
    			break;
    		case HEALTH_Critical:
    			Canvas.SetPos(nXPos, nYPos);
    			Canvas.DrawTile(Texture(DynamicLoadObject("SFInterface.HUD.Health_Ammo_0", class'Texture')), 256*m_fHUDScale, 128*m_fHUDScale, 0, 0, 256.0, 128.0);
    			break;
    		}

        // Update health state
        m_eHealthState     = eHealthState;

    }

    // Draws the different rings representing your current armor status.
    simulated function drawArmorStatus(Canvas Canvas)
    {
    	local Color			colOld;
    	local EArmorState	eArmorState;
    	local Texture		texArmorRing;
    	local int			nYPos;
    	local int			nXPos;

    	// Some inits
    	Canvas.Style		= ERenderStyle.STY_Translucent;

    	colOld				= Canvas.DrawColor ;

    	Canvas.DrawColor.R	= 255;
    	Canvas.DrawColor.G	= 255;
    	Canvas.DrawColor.B	= 255;
    	Canvas.DrawColor.A	= 255;
    	nYPos				= 832*m_fHUDScale;
    	nXPos				= 14*m_fHUDScale;

    	// Get the current armor state
    	eArmorState = getArmorState();

    	// Select appropriate texture
    	switch(eArmorState)
    	{
    	case ARMOR_LEVEL5:
    		texArmorRing	= Texture(DynamicLoadObject("SFInterface.HUD.Armor_3", class'Texture'));
    		break;
    	case ARMOR_LEVEL4:
    		texArmorRing	= Texture(DynamicLoadObject("SFInterface.HUD.Armor_2", class'Texture'));
    		break;
    	case ARMOR_LEVEL3:
    		texArmorRing	= Texture(DynamicLoadObject("SFInterface.HUD.Armor_2", class'Texture'));
    		break;
    	case ARMOR_LEVEL2:
    		texArmorRing	= Texture(DynamicLoadObject("SFInterface.HUD.Armor_1", class'Texture'));
    		break;
    	case ARMOR_LEVEL1:
    		texArmorRing	= Texture(DynamicLoadObject("SFInterface.HUD.Armor_1", class'Texture'));
    		break;
    	case ARMOR_LEVEL0:
    		texArmorRing	= Texture(DynamicLoadObject("SFInterface.HUD.Armor_0", class'Texture'));
    		break;
    	default:
    		texArmorRing	= None;
    	}

    	// Draw the texture
    	if(None != texArmorRing)
    	{
    		Canvas.SetPos(nXPos, nYPos);
    		Canvas.DrawTile(texArmorRing, 256*m_fHUDScale, 128*m_fHUDScale, 0, 0, 256.0, 128.0);
    	}

    	// Restore draw color
    	Canvas.DrawColor	= colOld;

    }

    // Draws the flashlight bar
    simulated function drawFlashlightStatus(Canvas Canvas)
    {
    	local Color		colOld;
    	local Texture	texFlashlightBar;
    	local int		nYPos, nXPos, FlashlightState, nXReveal;
    	local float		FlashlightLevel;

    	Canvas.Style		= ERenderStyle.STY_Translucent;
    	colOld				= Canvas.DrawColor ;

    	Canvas.DrawColor.R	= 255;
    	Canvas.DrawColor.G	= 255;
    	Canvas.DrawColor.B	= 255;
    	Canvas.DrawColor.A	= 255;
    	nYPos				= 832*m_fHUDScale;
    	nXPos				= 14*m_fHUDScale;

    	FlashlightState = m_oHUDWndMgr.GetFlashlightState();
    	FlashlightLevel = m_oHUDWndMgr.GetFlashlightLevel();

    	if(FlashlightState == 0)
    	{
    		return;
    	}
    	  else if(FlashlightState == 1)
    	{
    		texFlashlightBar = Texture(DynamicLoadObject("SFInterface.HUD.Flashlight_off", class'Texture'));
    	}
    	  else if(FlashlightLevel > 0.6)
    	{
    		texFlashlightBar = Texture(DynamicLoadObject("SFInterface.HUD.Flashlight_high", class'Texture'));
    	}
    	  else if(FlashlightLevel > 0.4)
    	{
    		texFlashlightBar = Texture(DynamicLoadObject("SFInterface.HUD.Flashlight_med", class'Texture'));
    	}
    	  else
    	{
    		texFlashlightBar = Texture(DynamicLoadObject("SFInterface.HUD.Flashlight_low", class'Texture'));
    	}

    	if(None != texFlashlightBar)
    	{
    		nXReveal = (FlashlightLevel * 138) + 51;

    		Canvas.SetPos(nXPos, nYPos);
    		Canvas.DrawTile(texFlashlightBar, nXReveal*m_fHUDScale, 128*m_fHUDScale, 0, 0, nXReveal, 128.0);
    	}

    	Canvas.DrawColor = colOld;
    }

    // Base class override, to provide our own ammo rendering
    simulated function DrawAmmo(Canvas Canvas)
    {
    	local int		X,Y;
    	local SFPlayer	oPlayer;

    	// Some inits
    	oPlayer = SFPlayer(Owner);
    	if(None == oPlayer)
    		return;

    	// Check for weapon
    	if((None == oPlayer.Weapon) || (oPlayer.Weapon.IsA('SFNullGun')))
    		return;

    	// Do not show counter for meele weapon
    	if(oPlayer.Weapon.bMeleeWeapon)
    		return;

    	Canvas.Style = Style;
    	Canvas.DrawColor.R=220;
    	Canvas.DrawColor.G=100;
    	Canvas.DrawColor.B=30;

    	Y = 1080 * m_fHUDScale;
    	if ( bHideAllWeapons )
    		X = 0.5 * Canvas.ClipX + 128 * Scale;
    	else
    		X = 53 * m_fHUDScale;

    	if ( (PawnOwner.Weapon == None) || (PawnOwner.Weapon.AmmoType == None) )
    		return;

    	// Canvas.DrawColor = WhiteColor;
    	DrawBigNum(Canvas, PawnOwner.Weapon.AmmoType.AmmoAmount, X * Scale, Y * Scale, 0.65);
    }

    // Overwrite of status drawing method
    simulated function DrawStatus(Canvas Canvas)
    {
         local SFPlayer		Player;
         local int			ArmorAmount,CurAbs,i;
         local inventory	Inv,BestArmor;

         // Make sure we're dealing with a player here
         Player     = SFPlayer(Owner);
         if(None == Player)
              return;

         Canvas.reset();
         Canvas.Font = m_Fonts.GetSmallFont( Canvas.ClipX );
         Canvas.DrawColor.R = 255;
         Canvas.DrawColor.G = 255;
         Canvas.DrawColor.B = 255;

    	 // Time:
    	 /*
    	Canvas.SetPos( 10, 10);
    	// Draw text and no CR
    	Canvas.DrawText( "Time: " $ Level.Hour $ ":" $ Level.Minute $ ":" $ Level.Second, False );
    	*/

         // Some inits
    	 m_nCanvasClipX	= Canvas.ClipX;
    	 m_nCanvasClipY	= Canvas.ClipY;
    	 m_fHUDScale	= (HUDScale * (Canvas.ClipX+Canvas.ClipY))/(1280.0f+960.0f) * StatusScale;
    //     m_fHUDScale	= Scale*StatusScale;

    	 // Pass the rendering call to the window manager
    	 m_oHUDWndMgr.render(Canvas, m_fHUDScale);

         // Check if display is disabled
         if (m_bHideStatus )
              return;

    	 // Render the smart vest upgrades
    	 m_winChemicalUpgrade.render(Canvas, m_fHUDScale);
    	 m_winRadUpgrade.render(Canvas, m_fHUDScale);
    	 m_winFireUpgrade.render(Canvas, m_fHUDScale);
    	 m_winComAvailable.render(Canvas, m_fHUDScale);
    	 m_winUseKeyNear.render(Canvas, m_fHUDScale);

         // Draw visor elements
    	 if(Player.m_bVisorUnitUpgrade)

    	 {
    		 // Health state
    	     drawHealthStatus(Canvas);

    		 // Armor state
    		 drawArmorStatus(Canvas);

    		 // Flashlight
    		 drawFlashlightStatus(Canvas);

    		 // Ammo
    		 if (!bHideAmmo)
    			 DrawAmmo(Canvas);
    	 }

    	 // Draw the item  windows
    	 if(!m_bItemBeltPopulated)
    	 {
    		 populateItemBelt();
    		 m_bItemBeltPopulated=true;
    	 }

    	 // Draw the actor tip of any reachable use key trigger
    	 /*
    	 Not supported in this release
    	 if(Player.m_bVisorUnitUpgrade)
    		drawActorTip(Canvas);
    	*/

    	 // Draw the near UseKeyTrigger hint
    	 if(Player.m_bVisorUnitUpgrade)
    		drawUseKeyHint(Canvas);

    	 // During a captains communication show
    	// any highlighted actors
    	if(m_bShowCommunicationTip)
    		drawCommunicationTip(Canvas);

    }

    /*
    // Retrieves the armor state according to the current armor level
    simulated function EArmorState getArmorState()
    {
         local TournamentPlayer Player;
    	 local Inventory		inv;
         local int				nArmor, i;

         // We need to make sure we're dealing with a player
         Player= TournamentPlayer(Owner);

         if(None == Player)
              return ARMOR_Undefined;

    	 // Some inits
         nArmor	= 0;
         i		= 0;

    	 // Calculate armor
         for( Inv=Owner.Inventory; Inv!=None; Inv=Inv.Inventory )
         {
              if (Inv.bIsAnArmor)
                   nArmor += Inv.Charge;
              else
              {
                   i++;
                   if ( i > 100 )
                        break; // can occasionally get temporary loops in netplay
              }
         }

         // Some fast early outs here
         if(99 < nArmor)
              return      ARMOR_LEVEL6;
         if(84 < nArmor)
              return      ARMOR_LEVEL5;
         if(69 < nArmor)
              return      ARMOR_LEVEL4;
         if(54 < nArmor)
              return      ARMOR_LEVEL3;
         if(39 < nArmor)
              return      ARMOR_LEVEL2;

         if(24 < nArmor)
              return      ARMOR_LEVEL1;
         if(9 < nArmor)
              return      ARMOR_LEVEL0;

         return ARMOR_Undefined;
    }
    */
    // Retrieves the armor state according to the current level of the
    // ballistic protection of the smartvest
    simulated function EArmorState getArmorState()
    {
         local SFPlayer		oPlayer;

         // We need to make sure we're dealing with a player
         oPlayer= SFPlayer(Owner);

         if(None == oPlayer)
              return ARMOR_Undefined;
    	 if(None == oPlayer.m_oSmartVest)
              return ARMOR_Undefined;

    	if(0.7 <= oPlayer.m_oSmartVest.m_fBallisticProtection)
    		return ARMOR_LEVEL5;
    	if(0.6 <= oPlayer.m_oSmartVest.m_fBallisticProtection)
    		return ARMOR_LEVEL4;

    	if(0.5 <= oPlayer.m_oSmartVest.m_fBallisticProtection)
    		return ARMOR_LEVEL3;
    	if(0.4 <= oPlayer.m_oSmartVest.m_fBallisticProtection)
    		return ARMOR_LEVEL2;
    	if(0.3 <= oPlayer.m_oSmartVest.m_fBallisticProtection)
    		return ARMOR_LEVEL1;
    	if(0.2 <= oPlayer.m_oSmartVest.m_fBallisticProtection)
    		return ARMOR_LEVEL0;

         return ARMOR_Undefined;
    }

    // Retrieves the health state according to the current health level
    simulated function EHealthState getHealthState()
    {
         local     TournamentPlayer Player;
         local     int     nHealth;

         // We need to make sure we're dealing with a player
         Player= TournamentPlayer(Owner);

         if(None == Player)
              return HEALTH_Undefined;

         // Get health value
         nHealth = Player.Health;

         // Some fast early outs here
         if(84 < nHealth)
              return      HEALTH_GreenFast;
         if(69 < nHealth)
              return      HEALTH_GreenSlow;
         if(54 < nHealth)
              return      HEALTH_YellowFast;
         if(39 < nHealth)
              return      HEALTH_YellowSlow;
         if(24 < nHealth)
              return      HEALTH_RedFast;
         if( 9 < nHealth)
              return      HEALTH_RedSlow;
         if(0 < nHealth)

              return      HEALTH_Critical;

         return HEALTH_Undefined;
    }

    // Queues a captains communication
    simulated function queueCommunication(SFCommunication oComm)
    {
    	// Check for valid actor
    	if(None == oComm)
    		return;

    	// Check if communication was already seen
    	if(oComm.m_bProcessed)
    		return;

    	// Save the communication handle
    	m_oAvailableCom	= oComm;

    	// Display the icon
    	showAvailableCom();
    }

    // Plays a stored captains communication
    exec function playCommunication()
    {
    	local SFCommunication 	oCurrentComm;

    	// Check if there is a communication
    	if((None == m_oAvailableCom) && (None == m_oComWaitingLine))
    		return;

    	// Check manager for currently playing communication
    	if(!m_oHUDWndMgr.canCancelCurrentCom())
    	{
    		// Place in line and exit
    		if(None != m_oAvailableCom)
    		{

    			m_oComWaitingLine	= m_oAvailableCom;
    			m_oAvailableCom		= None;

    		}

    		return;
    	}

    	// Select communication to deal with
    	if(None != m_oComWaitingLine)
    	{
    		oCurrentComm		= m_oComWaitingLine;
    		m_oComWaitingLine	= None;
    	}
    	else
    	{
    		oCurrentComm	= m_oAvailableCom;
    		m_oAvailableCom	= None;
    	}

    	if(!oCurrentComm.m_bProcessed)
    	{
    		// Inform the window manager about this event
    		m_oHUDWndMgr.playCommunication(oCurrentComm);
    		// Mark the communication as being read
    		oCurrentComm.markAsCompleted();

    		// Add to list
    		SFPlayer(Owner).addNewCommunication(oCurrentComm);
    	}

    	// Hide the icon
    	hideAvailableCom();

    }

    // Plays a received communication directly
    exec function playCommunicationDirect(SFCommunication oComm)
    {
    	if(!oComm.m_bProcessed)
    	{

    		// Check manager for currently playing communication
    		if(!m_oHUDWndMgr.canCancelCurrentCom())
    		{
    			// Place in line and exit
    			m_oComWaitingLine	= oComm;
    			return;
    		}

    		// Inform the window manager about this event
    		m_oHUDWndMgr.playCommunication(oComm);
    		// Mark the communication as being read
    		oComm.markAsCompleted();

    		// Add to list
    		SFPlayer(Owner).addNewCommunication(oComm);
    	}
    }

    // Activates the weapon description window
    simulated function showWeaponPickup(TournamentWeapon oWeapon)
    {
    	// Check, if the weapon was already seen
    	if(!m_oPickupTracker.isUnknown(oWeapon.class))
    		return;

    	// Inform the window manager about this event
    	m_oHUDWndMgr.showWeaponDesc(oWeapon);

    }

    // Introduces the weapon description window by showing

    // it next to a communication window
    simulated function showWeaponDesc(TournamentWeapon oWeapon)
    {
    	// Inform the window manager about this event
    	m_oHUDWndMgr.showWeaponDesc(oWeapon, true);

    }

    // Hides the weapon description window, after
    // having introduced it (see above)
    simulated function hideWeaponDesc()
    {
    	// Inform the window manager about this event
    	m_oHUDWndMgr.hideWeaponDesc();

    }

    // Inserts the item into it's belt

    simulated function insertIntoBelt(SFPickup oPickup)
    {
    	m_oHUDWndMgr.insertItemIntoBelt(oPickup);
    }

    // Activates the item description window
    simulated function showItemPickup(Inventory oItem)
    {
    	// Check, if the item was already seen
    	if(!m_oPickupTracker.isUnknown(oItem.class))
    		return;

    	// Inform the window manager about this event
    	m_oHUDWndMgr.showItemDesc(oItem);
    }

    // Removes a used item from the active item belt
    simulated function removeFromActiveItemBelt(SFPickup oItem)
    {
    	m_oHUDWndMgr.removeActiveItem(oItem);
    }

    // Removes a used item from the active item belt
    simulated function removeItemFromBelt(SFPickup oItem)
    {
    	m_oHUDWndMgr.removeItemFromBelt(oItem);
    }

    // Called to populate the active item belt from
    // all items contained in the inventory
    simulated function populateItemBelt()
    {
    	local Inventory Inv;
    	local SFPickup	oPickup;

    	// Reset the belts
    	m_oHUDWndMgr.resetActiveItemBelt();
    	m_oHUDWndMgr.resetPassiveItemBelt();

    	// Check all inventory items
    	for ( Inv=Owner.Inventory; Inv!=None; Inv=Inv.Inventory )
    	{
    		if(Inv.IsA('SFPickup'))
    		{
    			oPickup = SFPickup(Inv);
    			class'SFUtils'.Static.sfLogEx(15, "SFHUD - populateItemBelt: Found SFPickup: " $ oPickup.name);

    			if(oPickup.bIsActiveItem)
    			{
    				class'SFUtils'.Static.sfLogEx(15, "SFHUD - populateItemBelt: Inserting active: " $ oPickup.name);
    				m_oHUDWndMgr.insertActiveItem(oPickup);
    			}

    			if(oPickup.bIsPassiveItem)

    			{

    				class'SFUtils'.Static.sfLogEx(15, "SFHUD - populateItemBelt: Inserting passive: " $ oPickup.name);
    				m_oHUDWndMgr.insertPassiveItem(oPickup);
    			}

    		}
    	}
    }

    simulated function DrawClippedActor( Canvas C, float XB, float YB, float X, float Y, Actor A, bool WireFrame, rotator RotOffset, vector LocOffset )
    {
         local vector MeshLoc;
         local float FOV;

         FOV = PlayerPawn(Owner).FOVAngle * Pi / 180;

         MeshLoc.X = 4 / tan(FOV/2);

         MeshLoc.Y = 0;
         MeshLoc.Z = 0;

         A.SetRotation(RotOffset);
         A.SetLocation(MeshLoc + LocOffset);

    	C.DrawClippedActor(A, WireFrame, X, Y, XB, YB, True);
    }

    // Retrieves the currently focused actor
    simulated function Actor getFocusedActor(class <Actor>clsActorType)
    {
    	local vector vecLook, vecEyePos;
    	local Actor Actor, actWinner;
    	local float fScore, fHiScore;

    	// Find out where the camera is, and where it's direction
    	vecEyePos		= Owner.Location;
    	vecEyePos.Z	+= Pawn(Owner).EyeHeight;
    	vecLook		= vector(Pawn(Owner).ViewRotation);

    	// Iterate through all actors closer than m_fFocusDistance UUs

    	fHiScore = 0;
    //	foreach VisibleCollidingActors(clsActorType, Actor, m_fFocusDistance, vecEyePos)
    	foreach VisibleActors(clsActorType, Actor, m_fFocusDistance, vecEyePos)
    	{
    		// The dot product the two normal to get the cosine of the
    		// angle between them
    		fScore = Normal(Actor.Location - vecEyePos) dot vecLook;

    		// Ignore actors too far to the sides (too low scores):

    		if (fScore >= 0.9)
    		{
    			// See if this candidate is an improvement:
    			if (fScore > fHiScore)
    			{
    				fHiScore	= fScore;
    				actWinner	= Actor;
    			}
    		}
    	}

    	return actWinner;
    }

    // Retrieves the currently visible actor, classified by it's name
    simulated function Actor getVisibleActorByName(name ActorName)
    {
    	local Actor Actor;

    	foreach VisibleActors(class'Actor', Actor, m_fCommTipDistance, Owner.Location)
    	{
    		if(ActorName == Actor.name)
    			return Actor;
    	}

    	return None;
    }

    // Retrieves the first visible actor of the passed in
    // class
    simulated function Actor getVisibleActorByClass(class <Actor>clsActorType)
    {

    	local Actor Actor;

    //	foreach VisibleCollidingActors(clsActorType, Actor, m_fFocusDistance, vecEyePos)
    	foreach VisibleActors(clsActorType, Actor, m_fCommTipDistance, Owner.Location)
    	{
    		if(Actor.IsA(clsActorType.name))
    			return Actor;
    	}

    	return None;

    }

    // Retrieves the first actor in a certain radius of the passed in class
    simulated function Actor getRadiusActorByClass(class <Actor>clsActorType)
    {
    	local Actor Actor;

    //	foreach VisibleCollidingActors(clsActorType, Actor, m_fFocusDistance, vecEyePos)
    	foreach RadiusActors(clsActorType, Actor, SFGameInfo(Level.Game).nUseKeyRange, Owner.Location)
    	{
    		if(Actor.IsA(clsActorType.name) )
    			return Actor;
    	}

    	return None;
    }

    // Calculates the 2D screen coordinates for a 3D target position
    simulated function vector mapLocationToScreen(vector vecTargetPos, Canvas Canvas, float fTextWidth)
    {
    	local vector	vecResult, vecEyePos;
    	local rotator	rotLook, rotFocus;
    	local float		fTanFOV, fYaw, fPitch, fScaleDist;

    	// Calculate the current point of view
    	vecEyePos		= Owner.Location;
    	vecEyePos.Z		+= Pawn(Owner).EyeHeight;

    	// Find out where we're facing, but his time as a 'rotator' providing
    	// angles rather than a vector:
    	// (The conversion to vector and back is just a suboptimal but robust
    	// way to make sure we get nice signed values for the pitch, instead
    	// of wrap-around from 0 to 65535 at the horizon).

    	// Find the look direction, conversion to vector and back to
    	// rotator prevents for negative rotator values
    	rotLook = rotator(vector(Pawn(Owner).ViewRotation));

    	// Angle between camera and target position
    	rotFocus = rotator(vecTargetPos - vecEyePos);

    	// Now find out how much the target angles are offset from the
    	// look angles. (And while we're at it, convert to radians, since
    	// that's what Unreal's trig functions work with):
    	// Difference angle /64000 results in 0-1 range. convert  to radians by multiplying with 2*PI
    	fYaw	= (rotFocus.yaw		-rotLook.yaw)	* Pi / 32768.0;
    	fPitch	= (rotFocus.pitch	-rotLook.pitch) * Pi / 32768.0;

    	// The field of view obviously affects how things are projected
    	// to the screen, as does the canvas resolution.
    	// In fact, the two can be combined into a single scaling factor
    	// that tells us all we need to know.
    	fScaleDist = (Canvas.ClipX/2) / tan(Pawn(Owner).FOVangle * Pi / 360.0);

    	// Screen pos regarding to distance to screen, determined as scaling distance
    	vecResult.x = Canvas.ClipX/2 + tan(fYaw)	* fScaleDist;
    	vecResult.y = Canvas.ClipY/2 - tan(fPitch)	* fScaleDist;

    	return vecResult;
    }

    // Draws an icon on the HUD, when near a UseKeyTrigger
    simulated function bool drawUseKeyHint(Canvas Canvas)
    {
    	local Actor		actFocused;
    	local vector	X,Y,Z, XTrig, YTrig, ZTrig, XMov, YMov, ZMov;
    	local vector	XProj;
    	local vector	vecActorDir, vecPawnDir;
    	local float		fAngle, fAngle2;
    	local SFUseKeyTrigger	oTrig;
    	local SFMover			oMov;
    	local SFPickup			oPickup;
    	local bool		bFound;
    	local bool		bHasLineOfSight;
    	local bool		bShowHint;
    	local float		fTreshold;

    	if(3<m_nUseKeyHintCounter)
    	{
    		// Check for usekeys
    		m_nUseKeyHintCounter = 0;
    	}
    	else
    	{
    		// Do not check for usekeys
    		m_nUseKeyHintCounter++;
    		return false;
    	}

    	// Some inits
    	bFound		= false;
    	bShowHint	= false;
    	// Find Target actor
    	actFocused	= getRadiusActorByClass(class'SFUseKeyTrigger');

    	// Draw the tip on it
    	if ((actFocused != None))
    	{
    		// Get player orientation
    		GetAxes(Pawn(Owner).Rotation, X,Y,Z);
    		oTrig			= SFUseKeyTrigger(actFocused);

    		//if(oTrig.bShowHUDHint && !oTrig.m_bTriggerNoMore && (Pawn(Owner).LineOfSightTo(actFocused) || oTrig.bIgnoreLineOfSightForHUDHint))
    		if(oTrig.bShowHUDHint && !oTrig.m_bTriggerNoMore) // && ( bHasLineOfSight || oTrig.bDirectional ))
    		{
    			bFound	= true;

    			if(oTrig.bNeedsLineOfSight)
    				bHasLineOfSight	= Pawn(Owner).LineOfSightTo(oTrig);
    			else
    				bHasLineOfSight	=	true;

    			bShowHint=bHasLineOfSight;

    /*
    Removed, because the FOV check is no longer wanted.

    			// Calc the direction and angle to the actor
    			vecActorDir	= actFocused.Location-Owner.Location;
    			fAngle		= Normal(X) dot Normal(vecActorDir);

    			// Is infront?
    			fTreshold	= (1.0f- ((m_fUseKeyHintDistance - VSize(vecActorDir)+oTrig.CollisionRadius)/m_fUseKeyHintDistance)) *0.7f;

    			if(fAngle >= fTreshold)
    			{
    				// Actor is infront of player, now check if player is in front of actor

    				if(!oTrig.bDirectional && bHasLineOfSight)
    				{
    					bShowHint=true;
    				}
    				else
    				{
    					// Check direction of trigger

    					// Calc the direction and angle to the trigger
    					actFocused.GetAxes(actFocused.Rotation, XTrig,YTrig,ZTrig);
    					vecPawnDir	= Owner.Location-actFocused.Location;
    					fAngle		= Normal(XTrig) dot Normal(vecPawnDir);

    					fTreshold	= (1.0f- ((m_fUseKeyHintDistance - VSize(vecActorDir)+Owner.CollisionRadius)/m_fUseKeyHintDistance)) *0.7f;
    					if(fAngle > fTreshold)
    					{
    						bShowHint = true;
    					}
    				}
    			}
    */
    		}
    	}

    	// End here, if UseKey was found
    	if(bShowHint)

    	{
    		showAvailableUseKey();
    		return true;
    	}

    	// Find Target actor (SFMover)
    	actFocused	= getRadiusActorByClass(class'SFMover');

    	// Draw the tip on it
    	if ((actFocused != None))
    	{
    		// Get player orientation
    		GetAxes(Pawn(Owner).Rotation, X,Y,Z);
    		oMov			= SFMOver(actFocused);

    //		if(oMov.bShowHUDHint && (oMov.IgnoreBumping || oMov.IgnoreTrigger) && ( bHasLineOfSight || oMov.bDirectional))
    		if(oMov.bShowHUDHint && (oMov.IgnoreBumping || oMov.IgnoreTrigger))
    		{
    			bFound	= true;

    			bShowHint=true;
    /*
    Removed, because FOV check is no longer wanted.

    			// Calc the direction and angle to the actor
    			vecActorDir	= actFocused.Location-Owner.Location;
    			vecActorDir.Z	= 0.0f;
    			XProj			= X;
    			XProj.Z			= 0.0f;
    			fAngle			= Normal(XProj) dot Normal(vecActorDir);

    			// Is infront?
    			fTreshold	= (1.0f- ((m_fUseKeyHintDistance - VSize(vecActorDir)+oMov.CollisionRadius)/m_fUseKeyHintDistance)) *0.7f;
    			log("SFMover fAngle " $ fAngle $ " Treshold: " $ fTreshold);
    			if(fAngle > fTreshold)
    			{
    				if(!oMov.bDirectional)
    					// No need to to a reverse check ,if the player is in front of the actor
    					bShowHint=true;
    				else
    				{
    					// Actor is infront of player, now check if player is in front of actor
    					// Check direction of trigger

    					// Calc the direction and angle to the trigger
    					actFocused.GetAxes(actFocused.Rotation, XMov,YMov,ZMov);

    					vecPawnDir		= Owner.Location-actFocused.Location;
    					vecPawnDir.Z	= 0.0f;
    					XProj			= XMov;
    					XProj.Z			= 0.0f;
    					fAngle		= Normal(XProj) dot Normal(vecPawnDir);
    					fTreshold	= (1.0f- ((m_fUseKeyHintDistance - VSize(vecPawnDir)+Owner.CollisionRadius)/m_fUseKeyHintDistance)) *0.7f;

    					if(fAngle > fTreshold)
    					{
    						bShowHint=true;
    					}
    				}
    			}
    */
    		}
    	}

    	// End here, if UseKey was found
    	if(bShowHint)
    	{
    		showAvailableUseKey();
    		return true;
    	}

    	// Find Target actor (SFMover)
    	actFocused	= getRadiusActorByClass(class'SFPickup');

    	// Draw the tip on it
    	if ((actFocused != None))
    	{
    		oPickup			= SFPickup(actFocused);

    		if(oPickup.bManualPickup)
    		{
    			bHasLineOfSight	= Pawn(Owner).LineOfSightTo(oPickup);
    			if(bHasLineOfSight)
    				bFound	= true;

    			bShowHint=bHasLineOfSight;
    		}
    	}

    	if(bShowHint)
    		showAvailableUseKey();
    	else
    		hideAvailableUseKey();

    	return bFound;

    }

    // Draws an actor tip to the canvas
    simulated function drawActorTip(Canvas Canvas)
    {
    	local Actor		actFocused;
    	local vector	X,Y,Z;
    	local vector	vecScreenPos;
    	local string	strActorTip;
    	local vector	vecActorDir;
    	local float		fOffset;
    	local float		XL, YL;
    	local float		fAngle;

    	// Find Target actor
    //	actFocused	= GetFocusedActor(class'Weapon');
    	actFocused	= GetFocusedActor(m_clsActorTipTrigger);

    	// Draw the tip on it
    	if (actFocused != None)
    	{
    		// Get player orientation

    		GetAxes(Pawn(Owner).Rotation, X,Y,Z);

    		// Calc the direction and angle to the actor

    		vecActorDir	= actFocused.Location-Owner.Location;
    		fAngle		= Normal(X) dot Normal(vecActorDir);

    		if(fAngle > 0.1f)
    		{

    			if(actFocused.IsA('SFUseKeyTrigger'))
    				strActorTip			= SFUseKeyTrigger(actFocused).ActorTip;
    			else
    				strActorTip			= string(actFocused.Name);

    			if(Len(strActorTip) < 1)
    				return;

    			Canvas.reset();
    			Canvas.DrawColor	= WhiteColor;
    			Canvas.Style		= ERenderStyle.STY_Translucent;
    			Canvas.Font			= MyFonts.GetSmallFont( Canvas.ClipX );

    			// Retrieve text sizes
    			Canvas.StrLen(strActorTip, XL, YL );

    			// Calculate the screen pos
    			vecScreenPos		= mapLocationToScreen(actFocused.Location, Canvas, XL);

    			// Display over actor
    			fOffset			= actFocused.CollisionHeight*m_fHUDScale*2.5f;
    			vecScreenpos.y -= fOffset;
    			vecScreenpos.x -= XL/2;
    			Canvas.SetPos(vecScreenpos.x, vecScreenpos.y);
    			Canvas.DrawText(strActorTip);
    		}
    	}
    }

    // Draws an actor tip to the canvas
    // This is called from the Captain communication to
    // point out some things
    simulated function drawCommunicationTip(Canvas Canvas)
    {
    	local Actor		actCaptTip;
    	local vector	X,Y,Z;
    	local vector	vecActorDir;
    	local vector	vecScreenPos;
    	local string	strActorTip;
    	local float		fOffset;
    	local float		XL, YL;
    	local float		fAngle;

    	// Get player orientation
    	GetAxes(Pawn(Owner).Rotation, X,Y,Z);

    	// Find Target actor
    	actCaptTip	= getVisibleActorByName(m_nameTipActor);

    	if(None == actCaptTip)
    		return;

    	// Calc the direction and angle to the actor
    	vecActorDir	= actCaptTip.Location-Owner.Location;
    	fAngle		= Normal(X) dot Normal(vecActorDir);

    	// Draw the tip on it
    	if ((actCaptTip != None) && (fAngle > 0.1f))
    	{
    		// This has be set by a communication
    		strActorTip			= m_strCommunicationTip;

    		if(Len(strActorTip) < 1)
    			return;

    		// Retrieve text sizes
    		Canvas.StrLen(strActorTip, XL, YL );

    		Canvas.reset();
    		Canvas.DrawColor	= WhiteColor;
    		Canvas.Style		= ERenderStyle.STY_Translucent;
    		Canvas.Font		= MyFonts.GetSmallFont( Canvas.ClipX );
    		vecScreenPos		= mapLocationToScreen(actCaptTip.Location, Canvas, XL);

    		// Display over actor
    		fOffset			= actCaptTip.CollisionHeight*m_fHUDScale*3.5f;
    		vecScreenpos.y -= fOffset;
    		vecScreenpos.x -= XL/2-actCaptTip.CollisionRadius;
    		Canvas.SetPos(vecScreenpos.x, vecScreenpos.y);
    		Canvas.DrawTextClipped(strActorTip);
    	}
    }

    // Overwrite of parent class function to use our font
    simulated function DrawDigit(Canvas Canvas, int d, int Step, float UpScale, out byte bMinus )
    {
    	if ( bMinus == 1 )
    	{
    		Canvas.CurX -= Step;
    		Canvas.DrawTile(Texture'SFInterface.HUD.SFHudElements1', UpScale*25, 64*UpScale, 0, 64, 25.0, 64.0);
    		bMinus = 0;
    	}
    	if ( d == 1 )
    		Canvas.CurX -= 0.625 * Step;
    	else
    		Canvas.CurX -= 0.25 * Step;
    	Canvas.DrawTile(Texture'SFInterface.HUD.SFHudElements1', UpScale*25, 64*UpScale, d*25, 0, 25.0, 64.0);
    	Canvas.CurX += 7*UpScale;
    }

    // Cleanup goes here
    event Destroyed()
    {
    	// Call to base class
    	Super.Destroyed();

    	if(None != m_oHUDWndMgr)
    		m_oHUDWndMgr.terminate();

    	// Release references
    	m_texGreen		= None;
    	m_texYellow		= None;
    	m_texRed		= None;
    	m_Fonts			= None;
    	m_oHUDWndMgr	= None;
    	m_arTexArmor[0]	= None;
    	m_arTexArmor[1]	= None;
    	m_arTexArmor[2]	= None;
    	m_arTexArmor[3]	= None;
    	m_arTexArmor[4]	= None;
    	m_arTexArmor[5]	= None;

    }

    // Get rid of some ChallengeHUD stuff.
    simulated function DrawFragCount(Canvas Canvas) {}
    simulated function DrawWeapons(Canvas Canvas) {}
    simulated function DrawGameSynopsis(Canvas Canvas){}
    simulated function bool DrawIdentifyInfo(canvas Canvas) {}

    defaultproperties
    {
         m_fFastRot=1000.000000
         m_fSlowRot=6000.000000
         m_fFastRotation=12.000000
         m_fSlowRotation=5.000000
         CrosshairCountSF=9
         CrossHairsSF(0)="SFResource1.crshair01"
         CrossHairsSF(1)="SFResource1.crshair03"
         CrossHairsSF(2)="SFResource1.crshair06"
         CrossHairsSF(3)="SFResource1.crshair07"
         CrossHairsSF(4)="SFResource1.crshair08"
         CrossHairsSF(5)="SFResource1.crshair11"
         CrossHairsSF(6)="SFResource1.crshair15"
         CrossHairsSF(7)="SFResource1.crshair22"
         CrossHairsSF(8)="SFResource1.crshair23"
         m_fFocusDistance=200.000000
         m_fCommTipDistance=400.000000
         m_clsActorTipTrigger=Class'SpatialFear.SFUseKeyTrigger'
         m_nUpgradeIconWidth=64
         m_nUpgradeIconHeight=64
         m_nChemUGX=24
         m_nChemUGY=900
         m_nFireUGX=78
         m_nFireUGY=920
         m_nRadUGX=132
         m_nRadUGY=900
         m_nComUGX=64
         m_nComUGY=802
         m_nComIconWidth=128
         m_nComIconHeight=128
         m_nUseKeyUGX=610
         m_nUseKeyUGY=850
         m_nUseKeyIconWidth=64
         m_nUseKeyIconHeight=64
         m_strYesText="Yes"
         m_strNoText="No"
         bFirstTime=True
    }

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