I don't need to test my programs. I have an error-correcting modem.
Legacy:RegularEngine/ClassTrader
From Unreal Wiki, The Unreal Engine Documentation Site
ClassTrader is the GUI page that allows the player to select a player class. It gets the list of available player classes from the RegularPRI and asks the RegularPlayer to swap teams, if needed, or to assign the player class and restart the pawn.
UT2004 :: UT2K4GUIPage >> ClassTrader
class ClassTrader extends UT2K4GUIPage; var Automated GUIListBox pcAvailable; var Automated GUIScrollTextBox txtAvailable; var Automated GUIButton btnTeamA,btnTeamB; var Automated GUIButton btnAvailChange,btnAvailAccept,btnAvailCancel; var config string ClientTeam,ClientClass< SEMI > var RegularPlayer RgPlayer; function InitComponent(GUIController MyController, GUIComponent MyOwner) { Super.InitComponent(MyController, MyOwner); RgPlayer = RegularPlayer(PlayerOwner()); FillClassList(); // txtAvailable.SetContent(pcAvailable.List.GetExtra()); } function string CleanInv( coerce string S ) { ReplaceText(S, "|", ""); return S; } function FillClassList() { local string ClassNameString,ClassDefString; local array<string> ClassNames,ClassDefs; local int i; local RegularPRI RgPRI; pcAvailable.List.Clear(); if(RgPlayer != none && RgPlayer.PlayerReplicationInfo != none && RegularPRI(RgPlayer.PlayerReplicationInfo) != none) { RgPRI = RegularPRI(RgPlayer.PlayerReplicationInfo); for(i=0; i<RgPRI.MaxClassNumber; i++) { if(RgPRI.PlayerClasses[i].TeamIndex == 255 || RgPRI.PlayerClasses[i].TeamIndex == RgPlayer.PlayerReplicationInfo.Team.TeamIndex ) { ClassNameString = ClassNameString$"|"$RgPRI.PlayerClasses[i].ClassTitle; ClassDefString = ClassDefString$"|"$RgPRI.PlayerClasses[i].ClassDescription; } } } // LOG("Found "$ClassString); Split(ClassNameString, "|", ClassNames); Split(ClassDefString, "|", ClassDefs); for(i=1; i<ClassNames.Length; i++) { pcAvailable.List.Add(ClassNames[i],,ClassDefs[i]); } pcAvailable.List.Index = -1; } function bool InternalOnClick(GUIComponent Sender) { if(Sender==btnTeamA) // choose human classes { RgPlayer.SetPlayerTeam(0); FillClassList(); } if(Sender==btnTeamB) // choose human classes { RgPlayer.SetPlayerTeam(1); FillClassList(); } if(Sender==btnAvailAccept) // continue { ClientClass = CleanInv(pcAvailable.List.GetExtra()); RgPlayer.RestartPawn(pcAvailable.List.Get()); Controller.CloseMenu(); // Close _all_ menus } if(Sender==btnAvailCancel) // continue { Controller.CloseMenu(); // Close _all_ menus } return true; } function InternalOnChange(GUIComponent sender) { txtAvailable.SetContent(CleanInv(pcAvailable.List.GetExtra())); } defaultproperties { Begin Object Class=GUIButton Name=TeamABTN Caption="TEAM A" WinTop=0.0500000 WinLeft=0.20000 WinWidth=0.10000 OnClick=ClassTrader.InternalOnClick RenderWeight=1.5 End Object btnTeamA=RegularEngine.ClassTrader.TeamABTN Begin Object Class=GUIButton Name=TeamBBTN Caption="TEAM B" WinTop=0.0500000 WinLeft=0.30000 WinWidth=0.10000 OnClick=ClassTrader.InternalOnClick RenderWeight=1.5 End Object btnTeamB=RegularEngine.ClassTrader.TeamBBTN Begin Object Class=GUIListBox Name=AvailLST bVisibleWhenEmpty=True WinTop=0.1000000 WinLeft=0.200000 WinWidth=0.250000 WinHeight=0.45000 StyleName="IRCText" RenderWeight=1.5 OnChange=InternalOnChange End Object pcAvailable=RegularEngine.ClassTrader.AvailLST Begin Object Class=GUIScrollTextBox Name=AvailTXT // bNoTeletype=True bVisibleWhenEmpty=True CharDelay=0.001500 EOLDelay=0.250000 InitialDelay=0.001500 bRepeat=false WinTop=0.1000000 WinLeft=0.450000 WinWidth=0.400000 WinHeight=0.45000 StyleName="IRCText" RenderWeight=1.5 End Object txtAvailable=RegularEngine.ClassTrader.AvailTXT Begin Object Class=GUIButton Name=AvailAcceptBTN Caption="ACCEPT" WinTop=0.6000000 WinLeft=0.200000 WinWidth=0.550000 RenderWeight=1.5 OnClick=ClassTrader.InternalOnClick End Object btnAvailAccept=RegularEngine.ClassTrader.AvailAcceptBTN Begin Object Class=GUIButton Name=AvailCancelBTN Caption="CANCEL" WinTop=0.6000000 WinLeft=0.750000 WinWidth=0.10000 OnClick=ClassTrader.InternalOnClick RenderWeight=1.5 End Object btnAvailCancel=RegularEngine.ClassTrader.AvailCancelBTN bAllowedAsLast=True bRenderWorld=True }