HUD (UT)
The superclass for all heads-up display classes.
Properties
Variables
- globalconfig int HudMode
 - globalconfig int Crosshair
 - The number of the currently selected crosshair. (?)
 - class<Menu> MainMenuType
 - Menu MainMenu
 - The menu used in Unreal.
 - string HUDConfigWindowType
 - The name of the class used to configure this HUD.
 - Color WhiteColor
 - A color variable containing the color used as "white". (Default is R=0, G=128, B=255 which is a kind of light blue)
 - Mutator HUDMutator
 - The first Mutator registered as HUD mutator. To go through all HUD mutators use the mutator's NexHUDMutator variable.
 - PlayerPawn PlayerOwner
 - The player owning this HUD. (ChallengeHUD.PawnOwner is the Pawn (UT) the HUD currently displays info for)
 
HUDLocalizedMessage struct
- class<LocalMessage (UT)> Message
 - The LocalMessage (UT) class used to create this message.
 - int Switch
 - The Switch parameter used in various functions of the LocalMessage.
 - PlayerReplicationInfo RelatedPRI
 - Object OptionalObject
 - The OptionalObject parameter used in various functions of the LocalMessage.
 - float EndOfLife
 - float LifeTime
 - bool bDrawing
 - int numLines
 - string StringMessage
 - color DrawColor
 - The message's text color.
 - font StringFont
 - The message's font.
 - float XL, YL
 - float YPos
 
Functions
- function ClearMessage (out HUDLocalizedMessage M)
 - Resets the HUDLocalizedMessage M.
 - function CopyMessage (out HUDLocalizedMessage M1, HUDLocalizedMessage M2)
 - Copies the values of M2 into M1.
 - simulated event PreRender (Canvas Canvas)
 - Called before world geometry is drawn.
 - simulated event PostRender (Canvas Canvas)
 - Called after world geometry is drawn and fog is applied. This contains the main HUD rendering functionality.
 - simulated function InputNumber (byte F)
 - ???
 - simulated function ChangeHud (int d)
 - Probably used to select a HUD type as saved in the HudMode variable. (???)
 - simulated function ChangeCrosshair (int d)
 - Changes the crosshair.
 - simulated function DrawCrossHair (Canvas Canvas, int StartX, int StartY)
 - Draws the crosshair.
 - simulated function Message (PlayerReplicationInfo PRI, coerce string Msg, name N)
 - Called when receiving a new string message. (e.g. a kill with damage type 'SpecialDamage')
 - simulated function LocalizedMessage (class<LocalMessage (UT)> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject, optional string CriticalString)
 - Called when receiving a new LocalMessage. (e.g. flag capture, any kill in UT, etc...)
 - simulated function PlayReceivedMessage (string S, string PName, ZoneInfo PZone)
 - simulated function bool DisplayMessages (Canvas Canvas)
 - DisplayMessages is called by the Console in PostRender. It offers the HUD a chance to deal with messages instead of the Console. Returns true if messages were dealt with.
 - function bool ProcessKeyEvent (int Key, int Action, float Delta)
 
Known subclasses
- ChallengeHUD
 - UnrealHUD?
 
