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// UnrealCTFScoreBoard //============================================================================= class UnrealCTFScoreBoard extends TeamScoreBoard; #exec TEXTURE IMPORT NAME=BlueFlag FILE=..\BOTPACK\TEXTURES\HUD\i_bscore.PCX GROUP="Icons" MIPS=OFF FLAGS=2 #exec TEXTURE IMPORT NAME=GreenFlag FILE=..\BOTPACK\TEXTURES\HUD\i_gscore.PCX GROUP="Icons" MIPS=OFF FLAGS=2 #exec TEXTURE IMPORT NAME=RedFlag FILE=..\BOTPACK\TEXTURES\HUD\i_rscore.PCX GROUP="Icons" MIPS=OFF FLAGS=2 #exec TEXTURE IMPORT NAME=YellowFlag FILE=..\BOTPACK\TEXTURES\HUD\i_yscore.PCX GROUP="Icons" MIPS=OFF FLAGS=2 #exec TEXTURE IMPORT NAME=I_RedBox FILE=..\BOTPACK\TEXTURES\HUD\i_redbox.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=I_BlueBox FILE=..\BOTPACK\TEXTURES\HUD\i_bluebox.PCX GROUP="Icons" MIPS=OFF var() texture FlagIcon[4]; function DrawNameAndPing(Canvas Canvas, PlayerReplicationInfo PRI, float XOffset, float YOffset, bool bCompressed) { local float XL, YL; local font CanvasFont; Super.DrawNameAndPing(Canvas, PRI, XOffset, YOffset, bCompressed); if ( PRI.HasFlag == None ) return; // Flag icon Canvas.DrawColor = WhiteColor; Canvas.Style = ERenderStyle.STY_Normal; Canvas.SetPos(XOffset - 32, YOffset); Canvas.DrawIcon(FlagIcon[CTFFlag(PRI.HasFlag).Team], 1.0); } defaultproperties { FlagIcon(0)=Texture'Botpack.Icons.RedFlag' FlagIcon(1)=Texture'Botpack.Icons.BlueFlag' FlagIcon(2)=Texture'Botpack.Icons.GreenFlag' FlagIcon(3)=Texture'Botpack.Icons.YellowFlag' FragGoal="Capture Limit:" } |
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