GangsterAngel Posted August 17, 2005 Share Posted August 17, 2005 Dose anyone know how the player selection menu works? when i say ' works ' i meen how and where it LOADS the player icons into the list i know it gets he models from the .skin file but i dont see how its posible for a menu file to read from a .skin file or get the list of skins. infact im 100% sure its not posible for the menu file to do it. Because, menus are static values. and the icons and model list is Dynamic . ( i know the menus can load Dynamic Cvars tho, but thats diffrent ) so i dont see how its posible for the menu to do it. im talking about how the list is auctually BUILT and then DRAWN. so i can filter out models , for species selection. Can anyone give me some guidance to of where its told to draw the icons ? Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 18, 2005 Author Share Posted August 18, 2005 i can find Reset but not set... somone plz give me some guidance! static void UI_ResetCharacterListBoxes( void ) { itemDef_t *item; menuDef_t *menu; listBoxDef_t *listPtr; menu = Menu_GetFocused(); if (menu) { item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "headlistbox"); if (item) { listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData; if( listPtr ) { listPtr->cursorPos = 0; } item->cursorPos = 0; } item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "torsolistbox"); if (item) { listPtr = (listBoxDef_t*)item->typeData; if( listPtr ) { listPtr->cursorPos = 0; } item->cursorPos = 0; } item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "lowerlistbox"); if (item) { listPtr = (listBoxDef_t*)item->typeData; if( listPtr ) { listPtr->cursorPos = 0; } item->cursorPos = 0; } item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "colorbox"); if (item) { listPtr = (listBoxDef_t*)item->typeData; if( listPtr ) { listPtr->cursorPos = 0; } item->cursorPos = 0; } } } Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 18, 2005 Author Share Posted August 18, 2005 i find functions like qboolean UI_hasSkinForBase(const char *base, const char *team) { and i think im onto somthing. then i do FIND in files "UI_hasSkinForBase" and it only finds it once!!!!! im realy lost here! someone help me !!!!! Link to comment Share on other sites More sharing options...
D-style Posted August 18, 2005 Share Posted August 18, 2005 that first one you posted seems to be for the create-a-jedi screen.. but idk much about coding so i should just shuddap Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 18, 2005 Author Share Posted August 18, 2005 item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "torsolistbox"); if (item) its saying there , that is "torsolistbox" ( Create-a-Jedi ) dose not exist then not to bother. therefore , supporting the normal player selection . because that box where the icons are listed , is called "headlistbox" Link to comment Share on other sites More sharing options...
razorace Posted August 21, 2005 Share Posted August 21, 2005 Just poke around in the player selection menu .menu a bit more. You'll find it. It should be called "Ghoul2" something. Link to comment Share on other sites More sharing options...
CerberuS_21 Posted August 23, 2005 Share Posted August 23, 2005 itemDef { name headlist rect 30 224 404 194 // rect 126 215 80 200 type ITEM_TYPE_LISTBOX style WINDOW_STYLE_FILLED elementwidth 64 elementheight 64 elementtype LISTBOX_IMAGE feeder FEEDER_Q3HEADS // horizontalscroll backcolor 0 0 0 1 border 1 bordercolor .5 .5 .5 1 forecolor 1 1 1 1 descText @MENUS_CHOOSE_THE_MODEL_FOR visible 1 textscale 0.7 action { play "sound/interface/button1.wav" ; } mouseenter { setitemcolor headlist bordercolor 1 0 0 1 } mouseexit { setitemcolor headlist bordercolor .5 .5 .5 1 } } From ui/jamp/player.menu - this tells the game where to display the icon list (there's a similar passage in ingame_player.menu which does the same for the ingame menus). The actual feeder is composed in code. A search for "FEEDER_Q3HEADS" in the ui project should bring up the relevant code bits. Not sure whether this is what you are looking for though. Link to comment Share on other sites More sharing options...
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