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- Jan 19, 2014
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No support.The code is complete, client and FLASH + HUD
This code makes only the weapons settings appear. Information is pulled from itensdb.xml
May it be useful for those who are interested.
Credits.
LufLax Start the CODE
Me(Jailson Mendes) Finish the code
WarZ_HUD.fla for extract visual informations.
Image:
In WARZ.sln/Client
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Add below or above
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Edit, like this:
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Edit, Like this:
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And leave like this:
Edit, Like This:
Now in HUD.as
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Have Fun!!!
TheLiciaZ
No support.The code is complete, client and FLASH + HUD
This code makes only the weapons settings appear. Information is pulled from itensdb.xml
May it be useful for those who are interested.
Credits.
LufLax Start the CODE
Me(Jailson Mendes) Finish the code
WarZ_HUD.fla for extract visual informations.
Code:
[COLOR=#333333]https://mega.nz/#!7gR0wIhS[/COLOR][COLOR=#D90007]!VvtYYekjxGCWjRh5xm3wu5qtV7pYTcsG9zxFwXpxBaA[/COLOR]
Image:
In WARZ.sln/Client
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Code:
float Weapon::getAmmoSpeed() const
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float Weapon::getAmmoDamage() const
{
return m_pConfig->m_AmmoDamage;
}//D.R.S system Jailson Mendes
float Weapon::getAmmoRecoil() const
{
return m_pConfig->m_AmmoRecoil;
}//D.R.S system Jailson Mendes
float Weapon::getAmmoSpread() const
{
return m_pConfig->m_AmmoSpread;
}// D.R.S system Jailson Mendes
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Code:
float getAmmoMass() const;
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float getAmmoDamage() const; // D.R.S System By Jailson Mendes
float getAmmoRecoil() const; // D.R.S System By Jailson Mendes
float getAmmoSpread() const; // D.R.S System By Jailson Mendes
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Code:
m_AmmoDamage = xmlWeapon.child("PrimaryFire").attribute("damage").as_float();
Add below or above
Code:
m_AmmoRecoil = xmlWeapon.child("PrimaryFire").attribute("recoil").as_float();//D.R.S system Jailson Mendes
m_AmmoSpread = xmlWeapon.child("PrimaryFire").attribute("spread").as_float();//D.R.S system Jailson Mendes
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Code:
float m_AmmoDamage;
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Code:
float m_AmmoRecoil;//D.R.S system Jailson Mendes
float m_AmmoSpread;//D.R.S system Jailson Mendes
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Code:
void HUDDisplay::setWeaponInfo(int ammo, int clips, int firemode)
{
if(!Inited) return;
Scaleform::GFx::Value var[3];
var[0].SetInt(ammo);
var[1].SetInt(clips);
if(firemode==1)
var[2].SetString("one");
else if(firemode ==2)
var[2].SetString("three");
else
var[2].SetString("auto");
gfxHUD.Invoke("_root.api.setWeaponInfo", var, 3);
}
Edit, like this:
Code:
void HUDDisplay::setWeaponInfo(int ammo, int clips, int firemode, [COLOR=#ff0000]float damage, float recoil, float spread[/COLOR]) //D.R.S system Jailson Mendes
{
if(!Inited) return;
Scaleform::GFx::Value var[6];
var[0].SetInt(ammo);
var[1].SetInt(clips);
if(firemode==1)
var[2].SetString("one");
else if(firemode ==2)
var[2].SetString("three");
else
var[2].SetString("auto");
[COLOR=#ff0000] var[3].SetNumber(damage);
var[4].SetNumber(recoil);
var[5].SetNumber(spread);[/COLOR]
gfxHUD.Invoke("_root.api.setWeaponInfo", var, 6);
}
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Code:
void setWeaponInfo(int ammo, int clips, int firemode);
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Code:
void setWeaponInfo(int ammo, int clips, int firemode,[COLOR=#ff0000]float damage, float recoil, float spread[/COLOR]);//D.R.S system Jailson Mendes
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Code:
if(m_Weapons[m_SelectedWeapon])
{
if(m_Weapons[m_SelectedWeapon]->getCategory() == storecat_GRENADE) // treated as items
{
const wiInventoryItem& wi = m_Weapons[m_SelectedWeapon]->getPlayerItem();
hudMain->setWeaponInfo(R3D_MIN(1, wi.quantity), R3D_MIN(0, wi.quantity-1), 1);
}
else
hudMain->setWeaponInfo(m_Weapons[m_SelectedWeapon]->getNumBulletsLeft(), m_Weapons[m_SelectedWeapon]->getNumClipsLeft(), (int)m_Weapons[m_SelectedWeapon]->getFiremode());
}
if(r3dGetTime() > showSlotsInfoTimer && showSlotsInfoTimer>0)
{
hudMain->showSlots(false);
showSlotsInfoTimer = 0;
}
And leave like this:
Code:
if(m_Weapons[m_SelectedWeapon])
{
if(m_Weapons[m_SelectedWeapon]->getCategory() == storecat_GRENADE) // treated as items
{
const wiInventoryItem& wi = m_Weapons[m_SelectedWeapon]->getPlayerItem();
hudMain->setWeaponInfo(R3D_MIN(1, wi.quantity), R3D_MIN(0, wi.quantity-1), 1, -1, -1, -1);
}
else
{
float fDamage = m_Weapons[m_SelectedWeapon]->getAmmoDamage();
float fRecoil = m_Weapons[m_SelectedWeapon]->getAmmoRecoil();
float fSpread = m_Weapons[m_SelectedWeapon]->getAmmoSpread();
hudMain->setWeaponInfo(m_Weapons[m_SelectedWeapon]->getNumBulletsLeft(), m_Weapons[m_SelectedWeapon]->getNumClipsLeft(), (int)m_Weapons[m_SelectedWeapon]->getFiremode(), fDamage, fRecoil, fSpread);
}
}
if(r3dGetTime() > showSlotsInfoTimer && showSlotsInfoTimer>0)
{
hudMain->showSlots(false);
showSlotsInfoTimer = 0;
}
Now in HUDDebug.as
Search for
Code:
api.setWeaponInfo (Math.random() * 10, Math.random() * 10, "auto", 50);
Edit, Like This:
Code:
api.setWeaponInfo (Math.random() * 10, Math.random() * 10, "auto",[COLOR=#ff0000]999,999,999[/COLOR]);
Now in HUD.as
Code:
public function setWeaponInfo (ammo:int, clips:int, type:String, durability:int):void { Main.Weapon.Weapon.Ammo.text = ammo; Main.Weapon.Weapon.AmmoShad.text = ammo; Main.Weapon.Weapon.Clips.text = clips; Main.Weapon.Weapon.ClipsShad.text = clips; Main.Weapon.Weapon.DuraScale.gotoAndStop(Math.max(1, Math.min(100, 100-durability))); if (Main.Weapon.Weapon.Fire.currentLabel != type) Main.Weapon.Weapon.Fire.gotoAndPlay(type); }
Replace:
Code:
public function setWeaponInfo (ammo:int, clips:int, type:String, damage:Number, recoil:Number, spread:Number):void { Main.Weapon.Weapon.Ammo.text = ammo; Main.Weapon.Weapon.AmmoShad.text = ammo; Main.Weapon.Weapon.Clips.text = clips; Main.Weapon.Weapon.ClipsShad.text = clips; Main.Weapon.Weapon.Stats.Damage.text = damage.toFixed(1); Main.Weapon.Weapon.Stats.Recoil.text = recoil.toFixed(1); Main.Weapon.Weapon.Stats.Spread.text = spread.toFixed(1); //Main.Weapon.Weapon.DuraScale.gotoAndStop(Math.max(1, Math.min(100, 100-durability))); if (Main.Weapon.Weapon.Fire.currentLabel != type) Main.Weapon.Weapon.Fire.gotoAndPlay(type); }
Have Fun!!!
TheLiciaZ
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