// Mechwarrior: Vengeance // Copyright © 1999-2000 // Mechbay_main.script // Paolo Malabuyo // July 12, 2000 #include "Content\\ShellScripts\\stddefs.h" armor { GUI_CREATE { int labelx = 22 int labely = 79 int boxx = 170 int boxy = 92 int boxwidth = 64 int edgex = 307 int bodylabelx = 22 int bodylabely = 154 + 5 int bodyboxwidth = 55 int bodyboxx1 = 122 int bodyboxx2 = bodyboxx1 + bodyboxwidth + 10 int bodyboxx3 = bodyboxx2 + bodyboxwidth + 10 int bodyboxy = bodylabely - 3 int noneditx = 331 int nonedity = 160 int sepx1 = 22 int sepx2 = 308 int sepy1 = 152 int boxcontentx = boxx + 5 //Info gotten from the selected Mech float armor_array[A_Head + 1] int max_armor_array[A_Head + 1] float armor_tonnage_array[A_Head + 1] int armor_type int internal_type int pts_per_ton float armor_tonnage string internal_structure[2] internal_structure[0] = localize$(IDS_ML_AR_STANDARD) internal_structure[1] = localize$(DNL_ENDOSTEEL) float head float left_arm float right_arm float left_front_torso float center_front_torso float right_front_torso float rear_torso float left_leg float right_leg float installed_armor int max_head int max_left_arm int max_right_arm int max_left_torso int max_center_torso int max_right_torso int max_rear_torso int max_left_leg int max_right_leg int head_pts int left_arm_pts int right_arm_pts int left_torso_pts int center_torso_pts int right_torso_pts int rear_torso_pts int left_leg_pts int right_leg_pts int total_pts sound btnTriggeredSound = SPATH "sfx_button5.wav" // MSL ADD MECH int mech_num = 66 position head_bar[mech_num] head_bar[ 0 ] = 565 , 160 , 10 // Annihilator head_bar[ 1 ] = 570 , 290 , 10 // Archer head_bar[ 2 ] = 570 , 290 , 10 // Arctic Wolf head_bar[ 3 ] = 565 , 200 , 10 // Ares head_bar[ 4 ] = 570 , 190 , 10 // Argus head_bar[ 5 ] = 580 , 210 , 10 // Assassin2 head_bar[ 6 ] = 565 , 80 , 10 // Atlas head_bar[ 7 ] = 560 , 175 , 10 // Avatar head_bar[ 8 ] = 565 , 160 , 10 // Awesome head_bar[ 9 ] = 565 , 80 , 10 // Battlemaster head_bar[ 10 ] = 565 , 80 , 10 // Battlemasteriic head_bar[ 11 ] = 565 , 150 , 10 // Behemoth head_bar[ 12 ] = 565 , 150 , 10 // Behemoth II head_bar[ 13 ] = 565 , 200 , 10 // Black Hawk head_bar[ 14 ] = 565 , 150 , 10 // Black Knight head_bar[ 15 ] = 565 , 150 , 10 // Black Lanner head_bar[ 16 ] = 570 , 290 , 10 // Brigand head_bar[ 17 ] = 560 , 250 , 10 // Bushwacker head_bar[ 18 ] = 560 , 220 , 10 // Catapult head_bar[ 19 ] = 570 , 270 , 10 // cauldron-born head_bar[ 20 ] = 580 , 210 , 10 // Chimera head_bar[ 21 ] = 560 , 180 , 10 // Commando head_bar[ 22 ] = 570 , 270 , 10 // Cougar head_bar[ 23 ] = 565 , 150 , 10 // Cyclops head_bar[ 24 ] = 575 , 170 , 10 // Daishi head_bar[ 25 ] = 565 , 200 , 10 // Deimos head_bar[ 26 ] = 575 , 170 , 10 // Dragon head_bar[ 27 ] = 565 , 150 , 10 // Fafnir head_bar[ 28 ] = 565 , 300 , 10 // Flea head_bar[ 29 ] = 565 , 150 , 10 // Gladiator head_bar[ 30 ] = 565 , 160 , 10 // Grizzly head_bar[ 31 ] = 565 , 150 , 10 // Hauptmann head_bar[ 32 ] = 580 , 210 , 10 // Hellhound head_bar[ 33 ] = 535 , 240 , 10 // Hellspawn head_bar[ 34 ] = 565 , 170 , 10 // Highlander head_bar[ 35 ] = 580 , 210 , 10 // Hollander II head_bar[ 36 ] = 565 , 170 , 10 // Hunchback head_bar[ 37 ] = 565 , 160 , 10 // Kodiak head_bar[ 38 ] = 565 , 170 , 10 // Loki head_bar[ 39 ] = 565 , 150 , 10 // Longbow head_bar[ 40 ] = 565 , 200 , 10 // Madcat head_bar[ 41 ] = 565 , 180 , 10 // Madcat Mk. II head_bar[ 42 ] = 575 , 170 , 10 // Masakari head_bar[ 43 ] = 565 , 150 , 10 // Mauler head_bar[ 44 ] = 560 , 180 , 10 // Novacat head_bar[ 45 ] = 565 , 270 , 10 // Osiris head_bar[ 46 ] = 580 , 280 , 10 // Owens head_bar[ 47 ] = 570 , 290 , 10 // Puma head_bar[ 48 ] = 565 , 300 , 10 // Raven head_bar[ 49 ] = 560 , 250 , 10 // Rifleman head_bar[ 50 ] = 560 , 250 , 10 // Ryoken head_bar[ 51 ] = 570 , 270 , 10 // Shadowcat head_bar[ 52 ] = 570 , 270 , 10 // Solitaire head_bar[ 53 ] = 570 , 130 , 10 // Sunder head_bar[ 54 ] = 565 , 150 , 10 // Templar head_bar[ 55 ] = 565 , 200 , 10 // Thanatos head_bar[ 56 ] = 525 , 175 , 10 // Thor head_bar[ 57 ] = 570 , 270 , 10 // Uller head_bar[ 58 ] = 570 , 290 , 10 // Urbanmech head_bar[ 59 ] = 570 , 290 , 10 // Uziel head_bar[ 60 ] = 565 , 150 , 10 // Victor head_bar[ 61 ] = 560 , 175 , 10 // Vulture head_bar[ 62 ] = 565 , 200 , 10 // Warhammer head_bar[ 63 ] = 560 , 180 , 10 // Wolfhound head_bar[ 64 ] = 560 , 180 , 10 // Zeus head_bar[ 65 ] = 560 , 100 , 10 position right_arm_bar[mech_num] right_arm_bar[ 0 ] = 460 , 180 , 10 // Annihilator right_arm_bar[ 1 ] = 460 , 280 , 10 // Archer right_arm_bar[ 2 ] = 460 , 280 , 10 // Arctic Wolf right_arm_bar[ 3 ] = 450 , 240 , 10 // Ares right_arm_bar[ 4 ] = 480 , 210 , 10 // Argus right_arm_bar[ 5 ] = 475 , 270 , 10 // Assassin2 right_arm_bar[ 6 ] = 470 , 180 , 10 // Atlas right_arm_bar[ 7 ] = 475 , 250 , 10 // Avatar right_arm_bar[ 8 ] = 460 , 180 , 10 // Awesome right_arm_bar[ 9 ] = 470 , 180 , 10 // Battlemaster right_arm_bar[ 10 ] = 470 , 180 , 10 // Battlemasteriic right_arm_bar[ 11 ] = 450 , 190 , 10 // Behemoth right_arm_bar[ 12 ] = 450 , 190 , 10 // Behemoth II right_arm_bar[ 13 ] = 450 , 240 , 10 // Black Hawk right_arm_bar[ 14 ] = 450 , 190 , 10 // Black Knight right_arm_bar[ 15 ] = 450 , 190 , 10 // Black Lanner right_arm_bar[ 16 ] = 460 , 280 , 10 // Brigand right_arm_bar[ 17 ] = 460 , 280 , 10 // Bushwacker right_arm_bar[ 18 ] = 475 , 190 , 10 // Catapult right_arm_bar[ 19 ] = 470 , 330 , 10 // cauldron-born right_arm_bar[ 20 ] = 475 , 270 , 10 // Chimera right_arm_bar[ 21 ] = 490 , 280 , 10 // Commando right_arm_bar[ 22 ] = 470 , 330 , 10 // Cougar right_arm_bar[ 23 ] = 450 , 190 , 10 // Cyclops right_arm_bar[ 24 ] = 460 , 180 , 10 // Daishi right_arm_bar[ 25 ] = 450 , 240 , 10 // Deimos right_arm_bar[ 26 ] = 460 , 180 , 10 // Dragon right_arm_bar[ 27 ] = 450 , 190 , 10 // Fafnir right_arm_bar[ 28 ] = 500 , 300 , 10 // Flea right_arm_bar[ 29 ] = 450 , 190 , 10 // Gladiator right_arm_bar[ 30 ] = 460 , 180 , 10 // Grizzly right_arm_bar[ 31 ] = 450 , 190 , 10 // Hauptmann right_arm_bar[ 32 ] = 475 , 270 , 10 // Hellhound right_arm_bar[ 33 ] = 490 , 280 , 10 // Hellspawn right_arm_bar[ 34 ] = 490 , 280 , 10 // Highlander right_arm_bar[ 35 ] = 475 , 270 , 10 // Hollander II right_arm_bar[ 36 ] = 490 , 280 , 10 // Hunchback right_arm_bar[ 37 ] = 460 , 180 , 10 // Kodiak right_arm_bar[ 38 ] = 465 , 200 , 10 // Loki right_arm_bar[ 39 ] = 450 , 190 , 10 // Longbow right_arm_bar[ 40 ] = 450 , 240 , 10 // Madcat right_arm_bar[ 41 ] = 465 , 210 , 10 // Madcat Mk. II right_arm_bar[ 42 ] = 460 , 180 , 10 // Masakari right_arm_bar[ 43 ] = 450 , 190 , 10 // Mauler right_arm_bar[ 44 ] = 460 , 180 , 10 // Novacat right_arm_bar[ 45 ] = 480 , 280 , 10 // Osiris right_arm_bar[ 46 ] = 475 , 320 , 10 // Owens right_arm_bar[ 47 ] = 470 , 330 , 10 // Puma right_arm_bar[ 48 ] = 500 , 280 , 10 // Raven right_arm_bar[ 49 ] = 460 , 280 , 10 // Rifleman right_arm_bar[ 50 ] = 460 , 280 , 10 // Ryoken right_arm_bar[ 51 ] = 470 , 290 , 10 // Shadowcat right_arm_bar[ 52 ] = 470 , 330 , 10 // Solitaire right_arm_bar[ 53 ] = 470 , 200 , 10 // Sunder right_arm_bar[ 54 ] = 450 , 190 , 10 // Templar right_arm_bar[ 55 ] = 450 , 210 , 10 // Thanatos right_arm_bar[ 56 ] = 470 , 200 , 10 // Thor right_arm_bar[ 57 ] = 470 , 330 , 10 // Uller right_arm_bar[ 58 ] = 460 , 280 , 10 // Urbanmech right_arm_bar[ 59 ] = 460 , 280 , 10 // Uziel right_arm_bar[ 60 ] = 450 , 190 , 10 // Victor right_arm_bar[ 61 ] = 475 , 250 , 10 // Vulture right_arm_bar[ 62 ] = 450 , 240 , 10 // Warhammer right_arm_bar[ 63 ] = 490 , 280 , 10 // Wolfhound right_arm_bar[ 64 ] = 490 , 280 , 10 // Zeus right_arm_bar[ 65 ] = 500 , 150 , 10 position left_arm_bar[mech_num] left_arm_bar[ 0 ] = 665 , 180 , 10 // Annihilator left_arm_bar[ 1 ] = 660 , 280 , 10 // Archer left_arm_bar[ 2 ] = 660 , 280 , 10 // Arctic Wolf left_arm_bar[ 3 ] = 675 , 240 , 10 // Ares left_arm_bar[ 4 ] = 670 , 210 , 10 // Argus left_arm_bar[ 5 ] = 665 , 270 , 10 // Assassin2 left_arm_bar[ 6 ] = 670 , 180 , 10 // Atlas left_arm_bar[ 7 ] = 650 , 250 , 10 // Avatar left_arm_bar[ 8 ] = 665 , 180 , 10 // Awesome left_arm_bar[ 9 ] = 670 , 180 , 10 // Battlemaster left_arm_bar[ 10 ] = 670 , 180 , 10 // Battlemasteriic left_arm_bar[ 11 ] = 670 , 190 , 10 // Behemoth left_arm_bar[ 12 ] = 670 , 190 , 10 // Behemoth II left_arm_bar[ 13 ] = 675 , 240 , 10 // Black Hawk left_arm_bar[ 14 ] = 670 , 190 , 10 // Black Knight left_arm_bar[ 15 ] = 670 , 190 , 10 // Black Lanner left_arm_bar[ 16 ] = 660 , 280 , 10 // Brigand left_arm_bar[ 17 ] = 640 , 280 , 10 // Bushwacker left_arm_bar[ 18 ] = 660 , 190 , 10 // Catapult left_arm_bar[ 19 ] = 660 , 330 , 10 // cauldron-born left_arm_bar[ 20 ] = 665 , 270 , 10 // Chimera left_arm_bar[ 21 ] = 630 , 280 , 10 // Commando left_arm_bar[ 22 ] = 660 , 330 , 10 // Cougar left_arm_bar[ 23 ] = 670 , 190 , 10 // Cyclops left_arm_bar[ 24 ] = 660 , 180 , 10 // Daishi left_arm_bar[ 25 ] = 675 , 240 , 10 // Deimos left_arm_bar[ 26 ] = 660 , 180 , 10 // Dragon left_arm_bar[ 27 ] = 670 , 190 , 10 // Fafnir left_arm_bar[ 28 ] = 615 , 300 , 10 // Flea left_arm_bar[ 29 ] = 670 , 190 , 10 // Gladiator left_arm_bar[ 30 ] = 665 , 180 , 10 // Grizzly left_arm_bar[ 31 ] = 670 , 190 , 10 // Hauptmann left_arm_bar[ 32 ] = 665 , 270 , 10 // Hellhound left_arm_bar[ 33 ] = 630 , 280 , 10 // Hellspawn left_arm_bar[ 34 ] = 630 , 280 , 10 // Highlander left_arm_bar[ 35 ] = 665 , 270 , 10 // Hollander II left_arm_bar[ 36 ] = 630 , 280 , 10 // Hunchback left_arm_bar[ 37 ] = 665 , 180 , 10 // Kodiak left_arm_bar[ 38 ] = 650 , 200 , 10 // Loki left_arm_bar[ 39 ] = 670 , 190 , 10 // Longbow left_arm_bar[ 40 ] = 675 , 240 , 10 // Madcat left_arm_bar[ 41 ] = 660 , 210 , 10 // Madcat Mk. II left_arm_bar[ 42 ] = 660 , 180 , 10 // Masakari left_arm_bar[ 43 ] = 670 , 190 , 10 // Mauler left_arm_bar[ 44 ] = 660 , 180 , 10 // Novacat left_arm_bar[ 45 ] = 645 , 270 , 10 // Osiris left_arm_bar[ 46 ] = 650 , 320 , 10 // Owens left_arm_bar[ 47 ] = 660 , 330 , 10 // Puma left_arm_bar[ 48 ] = 615 , 300 , 10 // Raven left_arm_bar[ 49 ] = 640 , 280 , 10 // Rifleman left_arm_bar[ 50 ] = 640 , 280 , 10 // Ryoken left_arm_bar[ 51 ] = 660 , 290 , 10 // Shadowcat left_arm_bar[ 52 ] = 660 , 330 , 10 // Solitaire left_arm_bar[ 53 ] = 650 , 200 , 10 // Sunder left_arm_bar[ 54 ] = 670 , 190 , 10 // Templar left_arm_bar[ 55 ] = 650 , 210 , 10 // Thanatos left_arm_bar[ 56 ] = 650 , 200 , 10 // Thor left_arm_bar[ 57 ] = 660 , 330 , 10 // Uller left_arm_bar[ 58 ] = 660 , 280 , 10 // Urbanmech left_arm_bar[ 59 ] = 660 , 280 , 10 // Uziel left_arm_bar[ 60 ] = 670 , 190 , 10 // Victor left_arm_bar[ 61 ] = 650 , 250 , 10 // Vulture left_arm_bar[ 62 ] = 675 , 240 , 10 // Warhammer left_arm_bar[ 63 ] = 630 , 280 , 10 // Wolfhound left_arm_bar[ 64 ] = 630 , 280 , 10 // Zeus left_arm_bar[ 65 ] = 640 , 150 , 10 position right_torso_bar[mech_num] right_torso_bar[ 0 ] = 515 , 200 , 10 // Annihilator right_torso_bar[ 1 ] = 510 , 250 , 10 // Archer right_torso_bar[ 2 ] = 510 , 250 , 10 // Arctic Wolf right_torso_bar[ 3 ] = 525 , 240 , 10 // Ares right_torso_bar[ 4 ] = 530 , 220 , 10 // Argus right_torso_bar[ 5 ] = 520 , 230 , 10 // Assassin2 right_torso_bar[ 6 ] = 520 , 150 , 10 // Atlas right_torso_bar[ 7 ] = 530 , 220 , 10 // Avatar right_torso_bar[ 8 ] = 515 , 200 , 10 // Awesome right_torso_bar[ 9 ] = 520 , 150 , 10 // Battlemaster right_torso_bar[ 10 ] = 520 , 150 , 10 // Battlemasteriic right_torso_bar[ 11 ] = 510 , 160 , 10 // Behemoth right_torso_bar[ 12 ] = 510 , 160 , 10 // Behemoth II right_torso_bar[ 13 ] = 525 , 240 , 10 // Black Hawk right_torso_bar[ 14 ] = 510 , 160 , 10 // Black Knight right_torso_bar[ 15 ] = 510 , 160 , 10 // Black Lanner right_torso_bar[ 16 ] = 510 , 250 , 10 // Brigand right_torso_bar[ 17 ] = 525 , 270 , 10 // Bushwacker right_torso_bar[ 18 ] = 530 , 280 , 10 // Catapult right_torso_bar[ 19 ] = 510 , 300 , 10 // cauldron-born right_torso_bar[ 20 ] = 520 , 230 , 10 // Chimera right_torso_bar[ 21 ] = 525 , 250 , 10 // Commando right_torso_bar[ 22 ] = 510 , 300 , 10 // Cougar right_torso_bar[ 23 ] = 510 , 160 , 10 // Cyclops right_torso_bar[ 24 ] = 515 , 200 , 10 // Daishi right_torso_bar[ 25 ] = 525 , 240 , 10 // Deimos right_torso_bar[ 26 ] = 515 , 200 , 10 // Dragon right_torso_bar[ 27 ] = 510 , 160 , 10 // Fafnir right_torso_bar[ 28 ] = 530 , 310 , 10 // Flea right_torso_bar[ 29 ] = 510 , 160 , 10 // Gladiator right_torso_bar[ 30 ] = 515 , 200 , 10 // Grizzly right_torso_bar[ 31 ] = 510 , 160 , 10 // Hauptmann right_torso_bar[ 32 ] = 520 , 230 , 10 // Hellhound right_torso_bar[ 33 ] = 525 , 280 , 10 // Hellspawn right_torso_bar[ 34 ] = 525 , 280 , 10 // Highlander right_torso_bar[ 35 ] = 520 , 230 , 10 // Hollander II right_torso_bar[ 36 ] = 525 , 280 , 10 // Hunchback right_torso_bar[ 37 ] = 515 , 200 , 10 // Kodiak right_torso_bar[ 38 ] = 520 , 200 , 10 // Loki right_torso_bar[ 39 ] = 510 , 160 , 10 // Longbow right_torso_bar[ 40 ] = 525 , 240 , 10 // Madcat right_torso_bar[ 41 ] = 520 , 230 , 10 // Madcat Mk. II right_torso_bar[ 42 ] = 515 , 200 , 10 // Masakari right_torso_bar[ 43 ] = 510 , 160 , 10 // Mauler right_torso_bar[ 44 ] = 515 , 200 , 10 // Novacat right_torso_bar[ 45 ] = 510 , 290 , 10 // Osiris right_torso_bar[ 46 ] = 520 , 280 , 10 // Owens right_torso_bar[ 47 ] = 510 , 300 , 10 // Puma right_torso_bar[ 48 ] = 530 , 310 , 10 // Raven right_torso_bar[ 49 ] = 525 , 270 , 10 // Rifleman right_torso_bar[ 50 ] = 525 , 270 , 10 // Ryoken right_torso_bar[ 51 ] = 530 , 280 , 10 // Shadowcat right_torso_bar[ 52 ] = 510 , 300 , 10 // Solitaire right_torso_bar[ 53 ] = 520 , 220 , 10 // Sunder right_torso_bar[ 54 ] = 510 , 160 , 10 // Templar right_torso_bar[ 55 ] = 520 , 200 , 10 // Thanatos right_torso_bar[ 56 ] = 520 , 220 , 10 // Thor right_torso_bar[ 57 ] = 510 , 300 , 10 // Uller right_torso_bar[ 58 ] = 510 , 250 , 10 // Urbanmech right_torso_bar[ 59 ] = 510 , 250 , 10 // Uziel right_torso_bar[ 60 ] = 510 , 160 , 10 // Victor right_torso_bar[ 61 ] = 530 , 220 , 10 // Vulture right_torso_bar[ 62 ] = 525 , 240 , 10 // Warhammer right_torso_bar[ 63 ] = 525 , 250 , 10 // Wolfhound right_torso_bar[ 64 ] = 525 , 250 , 10 // Zeus right_torso_bar[ 65 ] = 530 , 200 , 10 position center_torso_bar[mech_num] center_torso_bar[ 0 ] = 575 , 220 , 10 // Annihilator center_torso_bar[ 1 ] = 575 , 220 , 10 // Archer center_torso_bar[ 2 ] = 575 , 220 , 10 // Arctic Wolf center_torso_bar[ 3 ] = 575 , 250 , 10 // Ares center_torso_bar[ 4 ] = 580 , 240 , 10 // Argus center_torso_bar[ 5 ] = 575 , 260 , 10 // Assassin2 center_torso_bar[ 6 ] = 580 , 150 , 10 // Atlas center_torso_bar[ 7 ] = 580 , 250 , 10 // Avatar center_torso_bar[ 8 ] = 575 , 220 , 10 // Awesome center_torso_bar[ 9 ] = 580 , 150 , 10 // Battlemaster center_torso_bar[ 10 ] = 580 , 150 , 10 // Battlemasteriic center_torso_bar[ 11 ] = 575 , 220 , 10 // Behemoth center_torso_bar[ 12 ] = 575 , 220 , 10 // Behemoth II center_torso_bar[ 13 ] = 575 , 250 , 10 // Black Hawk center_torso_bar[ 14 ] = 575 , 220 , 10 // Black Knight center_torso_bar[ 15 ] = 575 , 220 , 10 // Black Lanner center_torso_bar[ 16 ] = 575 , 220 , 10 // Brigand center_torso_bar[ 17 ] = 575 , 290 , 10 // Bushwacker center_torso_bar[ 18 ] = 580 , 300 , 10 // Catapult center_torso_bar[ 19 ] = 570 , 330 , 10 // cauldron-born center_torso_bar[ 20 ] = 575 , 260 , 10 // Chimera center_torso_bar[ 21 ] = 575 , 230 , 10 // Commando center_torso_bar[ 22 ] = 570 , 330 , 10 // Cougar center_torso_bar[ 23 ] = 575 , 220 , 10 // Cyclops center_torso_bar[ 24 ] = 580 , 260 , 10 // Daishi center_torso_bar[ 25 ] = 575 , 250 , 10 // Deimos center_torso_bar[ 26 ] = 580 , 260 , 10 // Dragon center_torso_bar[ 27 ] = 575 , 220 , 10 // Fafnir center_torso_bar[ 28 ] = 575 , 340 , 10 // Flea center_torso_bar[ 29 ] = 575 , 220 , 10 // Gladiator center_torso_bar[ 30 ] = 575 , 220 , 10 // Grizzly center_torso_bar[ 31 ] = 575 , 220 , 10 // Hauptmann center_torso_bar[ 32 ] = 575 , 260 , 10 // Hellhound center_torso_bar[ 33 ] = 575 , 290 , 10 // Hellspawn center_torso_bar[ 34 ] = 575 , 290 , 10 // Highlander center_torso_bar[ 35 ] = 575 , 260 , 10 // Hollander II center_torso_bar[ 36 ] = 575 , 290 , 10 // Hunchback center_torso_bar[ 37 ] = 575 , 220 , 10 // Kodiak center_torso_bar[ 38 ] = 575 , 240 , 10 // Loki center_torso_bar[ 39 ] = 575 , 220 , 10 // Longbow center_torso_bar[ 40 ] = 575 , 250 , 10 // Madcat center_torso_bar[ 41 ] = 580 , 235 , 10 // Madcat Mk. II center_torso_bar[ 42 ] = 580 , 260 , 10 // Masakari center_torso_bar[ 43 ] = 575 , 220 , 10 // Mauler center_torso_bar[ 44 ] = 580 , 230 , 10 // Novacat center_torso_bar[ 45 ] = 580 , 310 , 10 // Osiris center_torso_bar[ 46 ] = 575 , 340 , 10 // Owens center_torso_bar[ 47 ] = 570 , 330 , 10 // Puma center_torso_bar[ 48 ] = 575 , 340 , 10 // Raven center_torso_bar[ 49 ] = 575 , 290 , 10 // Rifleman center_torso_bar[ 50 ] = 575 , 290 , 10 // Ryoken center_torso_bar[ 51 ] = 580 , 310 , 10 // Shadowcat center_torso_bar[ 52 ] = 570 , 330 , 10 // Solitaire center_torso_bar[ 53 ] = 575 , 200 , 10 // Sunder center_torso_bar[ 54 ] = 575 , 220 , 10 // Templar center_torso_bar[ 55 ] = 580 , 250 , 10 // Thanatos center_torso_bar[ 56 ] = 575 , 200 , 10 // Thor center_torso_bar[ 57 ] = 570 , 330 , 10 // Uller center_torso_bar[ 58 ] = 575 , 220 , 10 // Urbanmech center_torso_bar[ 59 ] = 575 , 220 , 10 // Uziel center_torso_bar[ 60 ] = 575 , 220 , 10 // Victor center_torso_bar[ 61 ] = 580 , 250 , 10 // Vulture center_torso_bar[ 62 ] = 575 , 250 , 10 // Warhammer center_torso_bar[ 63 ] = 575 , 230 , 10 // Wolfhound center_torso_bar[ 64 ] = 575 , 230 , 10 // Zeus center_torso_bar[ 65 ] = 580 , 200 , 10 position left_torso_bar[mech_num] left_torso_bar[ 0 ] = 615 , 200 , 10 // Annihilator left_torso_bar[ 1 ] = 615 , 250 , 10 // Archer left_torso_bar[ 2 ] = 615 , 250 , 10 // Arctic Wolf left_torso_bar[ 3 ] = 605 , 240 , 10 // Ares left_torso_bar[ 4 ] = 610 , 220 , 10 // Argus left_torso_bar[ 5 ] = 605 , 230 , 10 // Assassin2 left_torso_bar[ 6 ] = 610 , 150 , 10 // Atlas left_torso_bar[ 7 ] = 600 , 220 , 10 // Avatar left_torso_bar[ 8 ] = 615 , 200 , 10 // Awesome left_torso_bar[ 9 ] = 610 , 150 , 10 // Battlemaster left_torso_bar[ 10 ] = 610 , 150 , 10 // Battlemasteriic left_torso_bar[ 11 ] = 620 , 160 , 10 // Behemoth left_torso_bar[ 12 ] = 620 , 160 , 10 // Behemoth II left_torso_bar[ 13 ] = 605 , 240 , 10 // Black Hawk left_torso_bar[ 14 ] = 620 , 160 , 10 // Black Knight left_torso_bar[ 15 ] = 620 , 160 , 10 // Black Lanner left_torso_bar[ 16 ] = 615 , 250 , 10 // Brigand left_torso_bar[ 17 ] = 605 , 270 , 10 // Bushwacker left_torso_bar[ 18 ] = 610 , 280 , 10 // Catapult left_torso_bar[ 19 ] = 620 , 300 , 10 // cauldron-born left_torso_bar[ 20 ] = 605 , 230 , 10 // Chimera left_torso_bar[ 21 ] = 600 , 250 , 10 // Commando left_torso_bar[ 22 ] = 620 , 300 , 10 // Cougar left_torso_bar[ 23 ] = 620 , 160 , 10 // Cyclops left_torso_bar[ 24 ] = 615 , 200 , 10 // Daishi left_torso_bar[ 25 ] = 605 , 240 , 10 // Deimos left_torso_bar[ 26 ] = 615 , 200 , 10 // Dragon left_torso_bar[ 27 ] = 620 , 160 , 10 // Fafnir left_torso_bar[ 28 ] = 595 , 310 , 10 // Flea left_torso_bar[ 29 ] = 620 , 160 , 10 // Gladiator left_torso_bar[ 30 ] = 615 , 200 , 10 // Grizzly left_torso_bar[ 31 ] = 620 , 160 , 10 // Hauptmann left_torso_bar[ 32 ] = 605 , 230 , 10 // Hellhound left_torso_bar[ 33 ] = 600 , 280 , 10 // Hellspawn left_torso_bar[ 34 ] = 600 , 280 , 10 // Highlander left_torso_bar[ 35 ] = 605 , 230 , 10 // Hollander II left_torso_bar[ 36 ] = 600 , 280 , 10 // Hunchback left_torso_bar[ 37 ] = 615 , 200 , 10 // Kodiak left_torso_bar[ 38 ] = 610 , 200 , 10 // Loki left_torso_bar[ 39 ] = 620 , 160 , 10 // Longbow left_torso_bar[ 40 ] = 605 , 240 , 10 // Madcat left_torso_bar[ 41 ] = 605 , 230 , 10 // Madcat Mk. II left_torso_bar[ 42 ] = 615 , 200 , 10 // Masakari left_torso_bar[ 43 ] = 620 , 160 , 10 // Mauler left_torso_bar[ 44 ] = 610 , 200 , 10 // Novacat left_torso_bar[ 45 ] = 610 , 290 , 10 // Osiris left_torso_bar[ 46 ] = 605 , 280 , 10 // Owens left_torso_bar[ 47 ] = 620 , 300 , 10 // Puma left_torso_bar[ 48 ] = 595 , 310 , 10 // Raven left_torso_bar[ 49 ] = 605 , 270 , 10 // Rifleman left_torso_bar[ 50 ] = 605 , 270 , 10 // Ryoken left_torso_bar[ 51 ] = 610 , 280 , 10 // Shadowcat left_torso_bar[ 52 ] = 620 , 300 , 10 // Solitaire left_torso_bar[ 53 ] = 610 , 220 , 10 // Sunder left_torso_bar[ 54 ] = 620 , 160 , 10 // Templar left_torso_bar[ 55 ] = 610 , 200 , 10 // Thanatos left_torso_bar[ 56 ] = 610 , 220 , 10 // Thor left_torso_bar[ 57 ] = 620 , 300 , 10 // Uller left_torso_bar[ 58 ] = 615 , 250 , 10 // Urbanmech left_torso_bar[ 59 ] = 615 , 250 , 10 // Uziel left_torso_bar[ 60 ] = 620 , 160 , 10 // Victor left_torso_bar[ 61 ] = 600 , 220 , 10 // Vulture left_torso_bar[ 62 ] = 605 , 240 , 10 // Warhammer left_torso_bar[ 63 ] = 600 , 250 , 10 // Wolfhound left_torso_bar[ 64 ] = 600 , 250 , 10 // Zeus left_torso_bar[ 65 ] = 610 , 200 , 10 position rear_torso_bar[mech_num] rear_torso_bar[ 0 ] = 555 , 230 , 10 // Annihilator rear_torso_bar[ 1 ] = 555 , 230 , 10 // Archer rear_torso_bar[ 2 ] = 555 , 230 , 10 // Arctic Wolf rear_torso_bar[ 3 ] = 555 , 260 , 10 // Ares rear_torso_bar[ 4 ] = 560 , 250 , 10 // Argus rear_torso_bar[ 5 ] = 555 , 270 , 10 // Assassin2 rear_torso_bar[ 6 ] = 560 , 160 , 10 // Atlas rear_torso_bar[ 7 ] = 560 , 260 , 10 // Avatar rear_torso_bar[ 8 ] = 555 , 230 , 10 // Awesome rear_torso_bar[ 9 ] = 560 , 160 , 10 // Battlemaster rear_torso_bar[ 10 ] = 560 , 160 , 10 // Battlemasteriic rear_torso_bar[ 11 ] = 560 , 200 , 10 // Behemoth rear_torso_bar[ 12 ] = 560 , 200 , 10 // Behemoth II rear_torso_bar[ 13 ] = 555 , 260 , 10 // Black Hawk rear_torso_bar[ 14 ] = 560 , 200 , 10 // Black Knight rear_torso_bar[ 15 ] = 560 , 200 , 10 // Black Lanner rear_torso_bar[ 16 ] = 555 , 230 , 10 // Brigand rear_torso_bar[ 17 ] = 555 , 300 , 10 // Bushwacker rear_torso_bar[ 18 ] = 560 , 310 , 10 // Catapult rear_torso_bar[ 19 ] = 550 , 340 , 10 // cauldron-born rear_torso_bar[ 20 ] = 555 , 270 , 10 // Chimera rear_torso_bar[ 21 ] = 555 , 240 , 10 // Commando rear_torso_bar[ 22 ] = 550 , 340 , 10 // Cougar rear_torso_bar[ 23 ] = 555 , 230 , 10 // Cyclops rear_torso_bar[ 24 ] = 560 , 270 , 10 // Daishi rear_torso_bar[ 25 ] = 555 , 260 , 10 // Deimos rear_torso_bar[ 26 ] = 560 , 270 , 10 // Dragon rear_torso_bar[ 27 ] = 555 , 230 , 10 // Fafnir rear_torso_bar[ 28 ] = 555 , 350 , 10 // Flea rear_torso_bar[ 29 ] = 555 , 230 , 10 // Gladiator rear_torso_bar[ 30 ] = 555 , 230 , 10 // Grizzly rear_torso_bar[ 31 ] = 555 , 230 , 10 // Hauptmann rear_torso_bar[ 32 ] = 555 , 270 , 10 // Hellhound rear_torso_bar[ 33 ] = 555 , 300 , 10 // Hellspawn rear_torso_bar[ 34 ] = 555 , 300 , 10 // Highlander rear_torso_bar[ 35 ] = 555 , 270 , 10 // Hollander II rear_torso_bar[ 36 ] = 555 , 300 , 10 // Hunchback rear_torso_bar[ 37 ] = 555 , 230 , 10 // Kodiak rear_torso_bar[ 38 ] = 555 , 250 , 10 // Loki rear_torso_bar[ 39 ] = 555 , 230 , 10 // Longbow rear_torso_bar[ 40 ] = 555 , 260 , 10 // Madcat rear_torso_bar[ 41 ] = 560 , 245 , 10 // Madcat Mk. II rear_torso_bar[ 42 ] = 560 , 270 , 10 // Masakari rear_torso_bar[ 43 ] = 555 , 230 , 10 // Mauler rear_torso_bar[ 44 ] = 560 , 240 , 10 // Novacat rear_torso_bar[ 45 ] = 560 , 320 , 10 // Osiris rear_torso_bar[ 46 ] = 555 , 350 , 10 // Owens rear_torso_bar[ 47 ] = 550 , 340 , 10 // Puma rear_torso_bar[ 48 ] = 555 , 350 , 10 // Raven rear_torso_bar[ 49 ] = 555 , 300 , 10 // Rifleman rear_torso_bar[ 50 ] = 555 , 300 , 10 // Ryoken rear_torso_bar[ 51 ] = 560 , 310 , 10 // Shadowcat rear_torso_bar[ 52 ] = 550 , 340 , 10 // Solitaire rear_torso_bar[ 53 ] = 555 , 210 , 10 // Sunder rear_torso_bar[ 54 ] = 555 , 230 , 10 // Templar rear_torso_bar[ 55 ] = 560 , 260 , 10 // Thanatos rear_torso_bar[ 56 ] = 555 , 210 , 10 // Thor rear_torso_bar[ 57 ] = 550 , 340 , 10 // Uller rear_torso_bar[ 58 ] = 555 , 230 , 10 // Urbanmech rear_torso_bar[ 59 ] = 555 , 230 , 10 // Uziel rear_torso_bar[ 60 ] = 555 , 230 , 10 // Victor rear_torso_bar[ 61 ] = 560 , 260 , 10 // Vulture rear_torso_bar[ 62 ] = 555 , 260 , 10 // Warhammer rear_torso_bar[ 63 ] = 555 , 240 , 10 // Wolfhound rear_torso_bar[ 64 ] = 555 , 240 , 10 // Zeus rear_torso_bar[ 65 ] = 555 , 230 , 10 position right_leg_bar[mech_num] right_leg_bar[ 0 ] = 500 , 350 , 10 // Annihilator right_leg_bar[ 1 ] = 500 , 380 , 10 // Archer right_leg_bar[ 2 ] = 500 , 380 , 10 // Arctic Wolf right_leg_bar[ 3 ] = 505 , 350 , 10 // Ares right_leg_bar[ 4 ] = 500 , 350 , 10 // Argus right_leg_bar[ 5 ] = 510 , 370 , 10 // Assassin2 right_leg_bar[ 6 ] = 520 , 350 , 10 // Atlas right_leg_bar[ 7 ] = 505 , 350 , 10 // Avatar right_leg_bar[ 8 ] = 500 , 350 , 10 // Awesome right_leg_bar[ 9 ] = 520 , 350 , 10 // Battlemaster right_leg_bar[ 10 ] = 520 , 350 , 10 // Battlemasteriic right_leg_bar[ 11 ] = 500 , 350 , 10 // Behemoth right_leg_bar[ 12 ] = 500 , 350 , 10 // Behemoth II right_leg_bar[ 13 ] = 505 , 350 , 10 // Black Hawk right_leg_bar[ 14 ] = 500 , 350 , 10 // Black Knight right_leg_bar[ 15 ] = 500 , 350 , 10 // Black Lanner right_leg_bar[ 16 ] = 500 , 380 , 10 // Brigand right_leg_bar[ 17 ] = 505 , 370 , 10 // Bushwacker right_leg_bar[ 18 ] = 500 , 370 , 10 // Catapult right_leg_bar[ 19 ] = 525 , 400 , 10 // cauldron-born right_leg_bar[ 20 ] = 510 , 370 , 10 // Chimera right_leg_bar[ 21 ] = 520 , 370 , 10 // Commando right_leg_bar[ 22 ] = 525 , 400 , 10 // Cougar right_leg_bar[ 23 ] = 500 , 350 , 10 // Cyclops right_leg_bar[ 24 ] = 480 , 350 , 10 // Daishi right_leg_bar[ 25 ] = 505 , 350 , 10 // Deimos right_leg_bar[ 26 ] = 480 , 350 , 10 // Dragon right_leg_bar[ 27 ] = 500 , 350 , 10 // Fafnir right_leg_bar[ 28 ] = 510 , 390 , 10 // Flea right_leg_bar[ 29 ] = 500 , 350 , 10 // Gladiator right_leg_bar[ 30 ] = 500 , 350 , 10 // Grizzly right_leg_bar[ 31 ] = 500 , 350 , 10 // Hauptmann right_leg_bar[ 32 ] = 510 , 370 , 10 // Hellhound right_leg_bar[ 33 ] = 520 , 370 , 10 // Hellspawn right_leg_bar[ 34 ] = 520 , 370 , 10 // Highlander right_leg_bar[ 35 ] = 510 , 370 , 10 // Hollander II right_leg_bar[ 36 ] = 520 , 370 , 10 // Hunchback right_leg_bar[ 37 ] = 500 , 350 , 10 // Kodiak right_leg_bar[ 38 ] = 510 , 350 , 10 // Loki right_leg_bar[ 39 ] = 500 , 350 , 10 // Longbow right_leg_bar[ 40 ] = 505 , 350 , 10 // Madcat right_leg_bar[ 41 ] = 470 , 350 , 10 // Madcat Mk. II right_leg_bar[ 42 ] = 480 , 350 , 10 // Masakari right_leg_bar[ 43 ] = 500 , 350 , 10 // Mauler right_leg_bar[ 44 ] = 510 , 350 , 10 // Novacat right_leg_bar[ 45 ] = 510 , 390 , 10 // Osiris right_leg_bar[ 46 ] = 510 , 400 , 10 // Owens right_leg_bar[ 47 ] = 525 , 400 , 10 // Puma right_leg_bar[ 48 ] = 510 , 390 , 10 // Raven right_leg_bar[ 49 ] = 505 , 370 , 10 // Rifleman right_leg_bar[ 50 ] = 505 , 370 , 10 // Ryoken right_leg_bar[ 51 ] = 500 , 370 , 10 // Shadowcat right_leg_bar[ 52 ] = 525 , 400 , 10 // Solitaire right_leg_bar[ 53 ] = 510 , 350 , 10 // Sunder right_leg_bar[ 54 ] = 500 , 350 , 10 // Templar right_leg_bar[ 55 ] = 510 , 350 , 10 // Thanatos right_leg_bar[ 56 ] = 510 , 350 , 10 // Thor right_leg_bar[ 57 ] = 525 , 400 , 10 // Uller right_leg_bar[ 58 ] = 500 , 380 , 10 // Urbanmech right_leg_bar[ 59 ] = 500 , 380 , 10 // Uziel right_leg_bar[ 60 ] = 500 , 350 , 10 // Victor right_leg_bar[ 61 ] = 505 , 350 , 10 // Vulture right_leg_bar[ 62 ] = 505 , 350 , 10 // Warhammer right_leg_bar[ 63 ] = 520 , 370 , 10 // Wolfhound right_leg_bar[ 64 ] = 520 , 370 , 10 // Zeus right_leg_bar[ 65 ] = 500 , 350 , 10 position left_leg_bar[mech_num] left_leg_bar[ 0 ] = 630 , 350 , 10 // Annihilator left_leg_bar[ 1 ] = 610 , 380 , 10 // Archer left_leg_bar[ 2 ] = 610 , 380 , 10 // Arctic Wolf left_leg_bar[ 3 ] = 610 , 350 , 10 // Ares left_leg_bar[ 4 ] = 615 , 350 , 10 // Argus left_leg_bar[ 5 ] = 610 , 370 , 10 // Assassin2 left_leg_bar[ 6 ] = 610 , 350 , 10 // Atlas left_leg_bar[ 7 ] = 610 , 350 , 10 // Avatar left_leg_bar[ 8 ] = 630 , 350 , 10 // Awesome left_leg_bar[ 9 ] = 610 , 350 , 10 // Battlemaster left_leg_bar[ 10 ] = 610 , 350 , 10 // BattlemasterIIC left_leg_bar[ 11 ] = 640 , 350 , 10 // Behemoth left_leg_bar[ 12 ] = 640 , 350 , 10 // Behemoth II left_leg_bar[ 13 ] = 610 , 350 , 10 // Black Hawk left_leg_bar[ 14 ] = 640 , 350 , 10 // Black Knight left_leg_bar[ 15 ] = 640 , 350 , 10 // Black Lanner left_leg_bar[ 16 ] = 610 , 380 , 10 // Brigand left_leg_bar[ 17 ] = 620 , 370 , 10 // Bushwacker left_leg_bar[ 18 ] = 625 , 370 , 10 // Catapult left_leg_bar[ 19 ] = 590 , 400 , 10 // cauldron-born left_leg_bar[ 20 ] = 610 , 370 , 10 // Chimera left_leg_bar[ 21 ] = 600 , 370 , 10 // Commando left_leg_bar[ 22 ] = 590 , 400 , 10 // Cougar left_leg_bar[ 23 ] = 640 , 350 , 10 // Cyclops left_leg_bar[ 24 ] = 640 , 350 , 10 // Daishi left_leg_bar[ 25 ] = 610 , 350 , 10 // Deimos left_leg_bar[ 26 ] = 640 , 350 , 10 // Dragon left_leg_bar[ 27 ] = 640 , 350 , 10 // Fafnir left_leg_bar[ 28 ] = 605 , 390 , 10 // Flea left_leg_bar[ 29 ] = 640 , 350 , 10 // Gladiator left_leg_bar[ 30 ] = 630 , 350 , 10 // Grizzly left_leg_bar[ 31 ] = 640 , 350 , 10 // Hauptmann left_leg_bar[ 32 ] = 610 , 370 , 10 // Hellhound left_leg_bar[ 33 ] = 600 , 370 , 10 // Hellspawn left_leg_bar[ 34 ] = 600 , 370 , 10 // Highlander left_leg_bar[ 35 ] = 610 , 370 , 10 // Hollander II left_leg_bar[ 36 ] = 600 , 370 , 10 // Hunchback left_leg_bar[ 37 ] = 630 , 350 , 10 // Kodiak left_leg_bar[ 38 ] = 620 , 350 , 10 // Loki left_leg_bar[ 39 ] = 640 , 350 , 10 // Longbow left_leg_bar[ 40 ] = 610 , 350 , 10 // Madcat left_leg_bar[ 41 ] = 645 , 350 , 10 // Madcat Mk. II left_leg_bar[ 42 ] = 640 , 350 , 10 // Masakari left_leg_bar[ 43 ] = 640 , 350 , 10 // Mauler left_leg_bar[ 44 ] = 620 , 350 , 10 // Novacat left_leg_bar[ 45 ] = 600 , 390 , 10 // Osiris left_leg_bar[ 46 ] = 610 , 400 , 10 // Owens left_leg_bar[ 47 ] = 590 , 400 , 10 // Puma left_leg_bar[ 48 ] = 605 , 390 , 10 // Raven left_leg_bar[ 49 ] = 620 , 370 , 10 // Rifleman left_leg_bar[ 50 ] = 620 , 370 , 10 // Ryoken left_leg_bar[ 51 ] = 615 , 370 , 10 // Shadowcat left_leg_bar[ 52 ] = 590 , 400 , 10 // Solitaire left_leg_bar[ 53 ] = 625 , 350 , 10 // Sunder left_leg_bar[ 54 ] = 640 , 350 , 10 // Templar left_leg_bar[ 55 ] = 620 , 350 , 10 // Thanatos left_leg_bar[ 56 ] = 625 , 350 , 10 // Thor left_leg_bar[ 57 ] = 590 , 400 , 10 // Uller left_leg_bar[ 58 ] = 610 , 380 , 10 // Urbanmech left_leg_bar[ 59 ] = 610 , 380 , 10 // Uziel left_leg_bar[ 60 ] = 640 , 350 , 10 // Victor left_leg_bar[ 61 ] = 610 , 350 , 10 // Vulture left_leg_bar[ 62 ] = 610 , 350 , 10 // Warhammer left_leg_bar[ 63 ] = 600 , 370 , 10 // Wolfhound left_leg_bar[ 64 ] = 600 , 370 , 10 // Zeus left_leg_bar[ 65 ] = 640 , 350 , 10 int CurrentType object o_armortypedroplist = s_droplistbox o_armortypedroplist.location = labelx, boxy, 25 o_armortypedroplist.list_size = 5 o_armortypedroplist.label = localize$(IDS_ML_CH_TYPE) o_armortypedroplist.offsetLabel = -1, -17 o_armortypedroplist.itemWidth = 269 o_armortypedroplist.max_displayed = 5 o_armortypedroplist.boxFont3d = FPATH localize$(IDS_F_ML_LABEL) o_armortypedroplist.itemHeight = 20 o_armortypedroplist.labelFont3d = FPATH localize$(IDS_F_ML_LABEL) o_armortypedroplist.arrowHeight = 15 o_armortypedroplist.id = 276 o_armortypedroplist.list_item[0] = "Standard" // localize$(DNL_STANDARD) o_armortypedroplist.list_item[1] = localize$(DNL_FERROFIB) o_armortypedroplist.list_item[2] = localize$(IDS_ML_AR_REACTIVE) o_armortypedroplist.list_item[3] = localize$(IDS_ML_AR_REFLECTIVE) o_armortypedroplist.list_item[4] = localize$(IDS_ML_AR_SOLARIAN) initialize(o_armortypedroplist) // head_armor spinbox object o_head_spinbox = s_plus_minus_float o_head_spinbox.boxwidth = bodyboxwidth + 16 o_head_spinbox.location = boxx, bodyboxy + 30, 10 o_head_spinbox.id = 278 initialize(o_head_spinbox) // right_arm_armor spinbox object o_right_arm_spinbox = s_plus_minus_float o_right_arm_spinbox.boxwidth = bodyboxwidth + 16 o_right_arm_spinbox.location = boxx, bodyboxy + 60, 10 o_right_arm_spinbox.id = 282 initialize(o_right_arm_spinbox) // left_arm_armor spinbox object o_left_arm_spinbox = s_plus_minus_float o_left_arm_spinbox.boxwidth = bodyboxwidth + 16 o_left_arm_spinbox.location = boxx, bodyboxy + 90, 10 o_left_arm_spinbox.id = 280 initialize(o_left_arm_spinbox) // right_front_torso armor spinbox object o_right_front_torso_spinbox = s_plus_minus_float o_right_front_torso_spinbox.boxwidth = bodyboxwidth + 16 o_right_front_torso_spinbox.location = boxx, bodyboxy + 120, 10 o_right_front_torso_spinbox.id = 288 initialize(o_right_front_torso_spinbox) // center_front_torso armor spinbox object o_center_front_torso_spinbox = s_plus_minus_float o_center_front_torso_spinbox.boxwidth = bodyboxwidth + 16 o_center_front_torso_spinbox.location = boxx, bodyboxy + 150, 10 o_center_front_torso_spinbox.id = 286 initialize(o_center_front_torso_spinbox) // left_front_torso armor spinbox object o_left_front_torso_spinbox = s_plus_minus_float o_left_front_torso_spinbox.boxwidth = bodyboxwidth + 16 o_left_front_torso_spinbox.location = boxx, bodyboxy + 180, 10 o_left_front_torso_spinbox.id = 284 initialize(o_left_front_torso_spinbox) // rear_torso armor spinbox object o_rear_torso_spinbox = s_plus_minus_float o_rear_torso_spinbox.boxwidth = bodyboxwidth + 16 o_rear_torso_spinbox.location = boxx, bodyboxy + 210, 10 o_rear_torso_spinbox.id = 290 initialize(o_rear_torso_spinbox) // right_leg armor spinbox object o_right_leg_spinbox = s_plus_minus_float o_right_leg_spinbox.boxwidth = bodyboxwidth + 16 o_right_leg_spinbox.location = boxx, bodyboxy + 240, 10 o_right_leg_spinbox.id = 294 initialize(o_right_leg_spinbox) // left_leg armor spinbox object o_left_leg_spinbox = s_plus_minus_float o_left_leg_spinbox.boxwidth = bodyboxwidth + 16 o_left_leg_spinbox.location = boxx, bodyboxy + 270, 10 o_left_leg_spinbox.id = 292 initialize(o_left_leg_spinbox) object o_head_armor_bar = armor_bar o_head_armor_bar.label = "1" initialize(o_head_armor_bar) object o_ra_armor_bar = armor_bar o_ra_armor_bar.label = "2" initialize(o_ra_armor_bar) object o_la_armor_bar = armor_bar o_la_armor_bar.label = "3" initialize(o_la_armor_bar) object o_rt_armor_bar = armor_bar o_rt_armor_bar.label = "4" initialize(o_rt_armor_bar) object o_ct_armor_bar = armor_bar o_ct_armor_bar.label = "5" initialize(o_ct_armor_bar) object o_lt_armor_bar = armor_bar o_lt_armor_bar.label = "6" initialize(o_lt_armor_bar) object o_bt_armor_bar = armor_bar o_bt_armor_bar.label = "7" initialize(o_bt_armor_bar) object o_rl_armor_bar = armor_bar o_rl_armor_bar.label = "8" initialize(o_rl_armor_bar) object o_ll_armor_bar = armor_bar o_ll_armor_bar.label = "9" initialize(o_ll_armor_bar) callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) // help region for points per ton object o_ptsperton_info = help_region o_ptsperton_info.location = boxx, boxy + 30 o_ptsperton_info.rwidth = edgex - boxx o_ptsperton_info.rheight = 20 o_ptsperton_info.id = 300 initialize(o_ptsperton_info) // button for max armor object o_maxarmor_button = s_multistatepane o_maxarmor_button.file = WPATH "button_reg_138x23m_4state.tga" o_maxarmor_button.total_states = 4 o_maxarmor_button.text = localize$(IDS_ML_MAX_ARMOR) o_maxarmor_button.location = labelx, bodyboxy + 325, 10 o_maxarmor_button.gFont3d = FPATH localize$(IDS_F_ML_BUTTON) o_maxarmor_button.id = 301 initialize(o_maxarmor_button) int old_armor } GUI_ACTIVATE { callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) o_armortypedroplist.nselected = armor_type head = armor_tonnage_array[A_Head] left_arm = armor_tonnage_array[A_LeftArm] right_arm = armor_tonnage_array[A_RightArm] left_front_torso = armor_tonnage_array[A_LeftTorso] center_front_torso = armor_tonnage_array[A_CenterTorso] right_front_torso = armor_tonnage_array[A_RightTorso] rear_torso = armor_tonnage_array[A_RearTorso] left_leg = armor_tonnage_array[A_LeftLeg] right_leg = armor_tonnage_array[A_RightLeg] installed_armor = head + left_arm + right_arm + left_front_torso + center_front_torso + right_front_torso + rear_torso + left_leg + right_leg max_head = max_armor_array[A_Head] max_left_arm = max_armor_array[A_LeftArm] max_right_arm = max_armor_array[A_RightArm] max_left_torso = max_armor_array[A_LeftTorso] max_center_torso = max_armor_array[A_CenterTorso] max_right_torso = max_armor_array[A_RightTorso] max_rear_torso = max_armor_array[A_RearTorso] max_left_leg = max_armor_array[A_LeftLeg] max_right_leg = max_armor_array[A_RightLeg] head_pts = armor_array[A_Head] left_arm_pts = armor_array[A_LeftArm] right_arm_pts = armor_array[A_RightArm] left_torso_pts = armor_array[A_LeftTorso] center_torso_pts = armor_array[A_CenterTorso] right_torso_pts = armor_array[A_RightTorso] rear_torso_pts = armor_array[A_RearTorso] left_leg_pts = armor_array[A_LeftLeg] right_leg_pts = armor_array[A_RightLeg] total_pts = head_pts + left_arm_pts + right_arm_pts + left_torso_pts + center_torso_pts + right_torso_pts + rear_torso_pts + left_leg_pts + right_leg_pts if armor_type == 0 { o_armortypedroplist.nselected = 0 } if armor_type == 1 { o_armortypedroplist.nselected = 1 } if armor_type == 2 { o_armortypedroplist.nselected = 2 } if armor_type == 3 { o_armortypedroplist.nselected = 3 } old_armor = o_armortypedroplist.nselected if parent.mech_exists == true { o_head_spinbox.displayed_value = head initialize(o_head_spinbox) o_right_arm_spinbox.displayed_value = right_arm initialize(o_right_arm_spinbox) o_left_arm_spinbox.displayed_value = left_arm initialize(o_left_arm_spinbox) o_right_front_torso_spinbox.displayed_value = right_front_torso initialize(o_right_front_torso_spinbox) o_center_front_torso_spinbox.displayed_value = center_front_torso initialize(o_center_front_torso_spinbox) o_left_front_torso_spinbox.displayed_value = left_front_torso initialize(o_left_front_torso_spinbox) o_rear_torso_spinbox.displayed_value = rear_torso initialize(o_rear_torso_spinbox) o_right_leg_spinbox.displayed_value = right_leg initialize(o_right_leg_spinbox) o_left_leg_spinbox.displayed_value = left_leg initialize(o_head_spinbox) } o_head_armor_bar.location = head_bar[parent.mech_id] o_head_armor_bar.maxval = max_head o_head_armor_bar.curval = head_pts o_ra_armor_bar.location = right_arm_bar[parent.mech_id] o_ra_armor_bar.maxval = max_right_arm o_ra_armor_bar.curval = right_arm_pts o_la_armor_bar.location = left_arm_bar[parent.mech_id] o_la_armor_bar.maxval = max_left_arm o_la_armor_bar.curval = left_arm_pts o_rt_armor_bar.location = right_torso_bar[parent.mech_id] o_rt_armor_bar.maxval = max_right_torso o_rt_armor_bar.curval = right_torso_pts o_ct_armor_bar.location = center_torso_bar[parent.mech_id] o_ct_armor_bar.maxval = max_center_torso o_ct_armor_bar.curval = center_torso_pts o_lt_armor_bar.location = left_torso_bar[parent.mech_id] o_lt_armor_bar.maxval = max_left_torso o_lt_armor_bar.curval = left_torso_pts o_bt_armor_bar.location = rear_torso_bar[parent.mech_id] o_bt_armor_bar.maxval = max_rear_torso o_bt_armor_bar.curval = rear_torso_pts o_rl_armor_bar.location = right_leg_bar[parent.mech_id] o_rl_armor_bar.maxval = max_right_leg o_rl_armor_bar.curval = right_leg_pts o_ll_armor_bar.location = left_leg_bar[parent.mech_id] o_ll_armor_bar.maxval = max_left_leg o_ll_armor_bar.curval = left_leg_pts activate(o_armortypedroplist) activate(o_head_spinbox) activate(o_left_arm_spinbox) activate(o_right_arm_spinbox) activate(o_left_front_torso_spinbox) activate(o_center_front_torso_spinbox) activate(o_right_front_torso_spinbox) activate(o_rear_torso_spinbox) activate(o_left_leg_spinbox) activate(o_right_leg_spinbox) activate(o_head_armor_bar) activate(o_ra_armor_bar) activate(o_la_armor_bar) activate(o_rt_armor_bar) activate(o_ct_armor_bar) activate(o_lt_armor_bar) activate(o_bt_armor_bar) activate(o_rl_armor_bar) activate(o_ll_armor_bar) activate(o_ptsperton_info) activate(o_maxarmor_button) mail(1) } GUI_DEACTIVATE { deactivate(o_armortypedroplist) deactivate(o_head_spinbox) deactivate(o_left_arm_spinbox) deactivate(o_right_arm_spinbox) deactivate(o_left_front_torso_spinbox) deactivate(o_center_front_torso_spinbox) deactivate(o_right_front_torso_spinbox) deactivate(o_rear_torso_spinbox) deactivate(o_left_leg_spinbox) deactivate(o_right_leg_spinbox) deactivate(o_head_armor_bar) deactivate(o_ra_armor_bar) deactivate(o_la_armor_bar) deactivate(o_rt_armor_bar) deactivate(o_ct_armor_bar) deactivate(o_lt_armor_bar) deactivate(o_bt_armor_bar) deactivate(o_rl_armor_bar) deactivate(o_ll_armor_bar) deactivate(o_ptsperton_info) deactivate(o_maxarmor_button) } GUI_EXECUTE { if CurrentType != o_armortypedroplist.nselected { if o_armortypedroplist.nselected == 0 { callback($$ML_CallbackHandler$$, MLSetArmorType, o_armortypedroplist.nselected) callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) } if o_armortypedroplist.nselected == 1 { callback($$ML_CallbackHandler$$, MLSetArmorType, o_armortypedroplist.nselected) callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) } if o_armortypedroplist.nselected == 2 { callback($$ML_CallbackHandler$$, MLSetArmorType, o_armortypedroplist.nselected) callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) } if o_armortypedroplist.nselected == 3 { callback($$ML_CallbackHandler$$, MLSetArmorType, o_armortypedroplist.nselected) callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) } activate(this) CurrentType = o_armortypedroplist.nselected } } GUI_DRAW { setpencolor(0x66ffffff) // Separator line 1 drawline sepx1, sepy1 to sepx2, sepy1 drawline sepx1, sepy1 - 1 to sepx1 + 20, sepy1 - 1 drawline sepx1, sepy1 + 1 to sepx1 + 20, sepy1 + 1 drawline sepx2 - 20, sepy1 - 1 to sepx2, sepy1 - 1 drawline sepx2 - 20, sepy1 + 1 to sepx2, sepy1 + 1 setpencolor(0xffffffff) // Points per ton drawframe boxx, boxy + 30 to edgex, boxy + 50 print3d_attributes = regfont, 0xffffffff, 1, 1, 1, 0, 0 print3d_margins = 20, labely to 315, 530 print3d_position = labelx, labely + 46 print3d localize$(IDS_ML_AR_POINTSPERTON) print3d_position = boxcontentx, labely + 46 print3d conv$(pts_per_ton) ".00" print3d_attributes = regfont, 0xffffffff, 1, 1, 1, 0, 0 print3d_margins = 20, labely to 315, 530 print3d_position = bodylabelx, bodylabely print3d localize$(IDS_ML_AR_LOCATION) print3d_position = boxx, bodylabely print3d localize$(IDS_ML_WP_TONS) print3d_position = bodylabelx, bodylabely + 300 print3d localize$(IDS_LM_AR_TOTAL) print3d_attributes = regfont, 0xffffffff, 1, 1, 1, 0, 0, just_right print3d_margins = bodyboxx3, labely to bodyboxx3 + bodyboxwidth, 530 print3d_position = bodyboxx3, bodylabely print3d localize$(IDS_ML_AR_POINTS) // body parts print3d_attributes = regfont, 0xffffffff, 1, 1, 1, 0, 0 print3d_margins = 20, labely to 160, 530 print3d_position = bodylabelx, bodylabely + 30 print3d "1. " localize$(IDS_ML_AR_HEAD) print3d_position = bodylabelx, bodylabely + 60 print3d "2. " localize$(IDS_ML_AR_RARM) print3d_position = bodylabelx, bodylabely + 90 print3d "3. " localize$(IDS_ML_AR_LARM) print3d_position = bodylabelx, bodylabely + 120 print3d "4. " localize$(IDS_ML_AR_RTORSO) print3d_position = bodylabelx, bodylabely + 150 print3d "5. " localize$(IDS_ML_AR_CTORSO) print3d_position = bodylabelx, bodylabely + 180 print3d "6. " localize$(IDS_ML_AR_LTORSO) print3d_position = bodylabelx, bodylabely + 210 print3d "7. " localize$(IDS_ML_AR_BTORSO) print3d_position = bodylabelx, bodylabely + 240 print3d "8. " localize$(IDS_ML_AR_RLEG) print3d_position = bodylabelx, bodylabely + 270 print3d "9. " localize$(IDS_ML_AR_LLEG) // body parts - points print3d_attributes = regfont, 0xffffffff, 1, 1, 1, 0, 0, just_right print3d_margins = bodyboxx3, bodylabely to bodyboxx3 + bodyboxwidth, 530 print3d_position = bodyboxx3, bodylabely + 30 print3d head_pts drawframe bodyboxx3, bodyboxy + 30 to bodyboxx3 + bodyboxwidth, bodyboxy + 50 print3d_position = bodyboxx3, bodylabely + 60 print3d right_arm_pts drawframe bodyboxx3, bodyboxy + 60 to bodyboxx3 + bodyboxwidth, bodyboxy + 80 print3d_position = bodyboxx3, bodylabely + 90 print3d left_arm_pts drawframe bodyboxx3, bodyboxy + 90 to bodyboxx3 + bodyboxwidth, bodyboxy + 110 print3d_position = bodyboxx3, bodylabely + 120 print3d right_torso_pts drawframe bodyboxx3, bodyboxy + 120 to bodyboxx3 + bodyboxwidth, bodyboxy + 140 print3d_position = bodyboxx3, bodylabely + 150 print3d center_torso_pts drawframe bodyboxx3, bodyboxy + 150 to bodyboxx3 + bodyboxwidth, bodyboxy + 170 print3d_position = bodyboxx3, bodylabely + 180 print3d left_torso_pts drawframe bodyboxx3, bodyboxy + 180 to bodyboxx3 + bodyboxwidth, bodyboxy + 200 print3d_position = bodyboxx3, bodylabely + 210 print3d rear_torso_pts drawframe bodyboxx3, bodyboxy + 210 to bodyboxx3 + bodyboxwidth, bodyboxy + 230 print3d_position = bodyboxx3, bodylabely + 240 print3d right_leg_pts drawframe bodyboxx3, bodyboxy + 240 to bodyboxx3 + bodyboxwidth, bodyboxy + 260 print3d_position = bodyboxx3, bodylabely + 270 print3d left_leg_pts drawframe bodyboxx3, bodyboxy + 270 to bodyboxx3 + bodyboxwidth, bodyboxy + 290 print3d_position = bodyboxx3, bodylabely + 300 print3d total_pts drawframe bodyboxx3, bodyboxy + 300 to bodyboxx3 + bodyboxwidth, bodyboxy + 320 print3d_margins = boxx, bodylabely + 300 to boxx + bodyboxwidth, bodyboxy + 320 print3d_position = boxx, bodylabely + 300 print3d installed_armor drawframe boxx, bodyboxy + 300 to boxx + bodyboxwidth, bodyboxy + 320 // Non-editable information if parent.mech_exists == true { print3d_attributes = regfont, 0xffffffff, 1, 1, 1, 0, 0 print3d_margins = noneditx, nonedity to getresx() - 10, nonedity + 371 print3d_position = noneditx, labely + 386 print3d localize$(IDS_ML_AR_INTSTRUCTURE) print3d_attributes = boldfont, 0xffffffff, 1, 1, 1, 0, 0 print3d_margins = noneditx, nonedity to getresx() - 10, nonedity + 371 print3d_position = noneditx + 20, labely + 406 print3d internal_structure[internal_type] } } GUI_MAILBOX { if sender == o_armortypedroplist { if old_armor != o_armortypedroplist.nselected { callback($$ML_CallbackHandler$$, MLSetArmorType, o_armortypedroplist.nselected) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) } } if sender == o_head_spinbox { int value = A_Head if getmessage() == 1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) } if getmessage() == -1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLRemoveArmorFromZone, value) } callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_head_spinbox) o_head_armor_bar.curval = head_pts activate(this) } if sender == o_left_arm_spinbox { int value = A_LeftArm if getmessage() == 1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) } if getmessage() == -1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLRemoveArmorFromZone, value) } callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_left_arm_spinbox) o_la_armor_bar.curval = left_arm_pts activate(this) } if sender == o_right_arm_spinbox { int value = A_RightArm if getmessage() == 1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) } if getmessage() == -1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLRemoveArmorFromZone, value) } callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_right_arm_spinbox) o_ra_armor_bar.curval = right_arm_pts activate(this) } if sender == o_left_front_torso_spinbox { int value = A_LeftTorso if getmessage() == 1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) } if getmessage() == -1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLRemoveArmorFromZone, value) } callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_left_front_torso_spinbox) o_lt_armor_bar.curval = left_torso_pts activate(this) } if sender == o_center_front_torso_spinbox { int value = A_CenterTorso if getmessage() == 1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) } if getmessage() == -1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLRemoveArmorFromZone, value) } callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_center_front_torso_spinbox) o_ct_armor_bar.curval = center_torso_pts activate(this) } if sender == o_right_front_torso_spinbox { int value = A_RightTorso if getmessage() == 1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) } if getmessage() == -1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLRemoveArmorFromZone, value) } callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_right_front_torso_spinbox) o_rt_armor_bar.curval = right_torso_pts activate(this) } if sender == o_rear_torso_spinbox { int value = A_RearTorso if getmessage() == 1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) } if getmessage() == -1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLRemoveArmorFromZone, value) } callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_rear_torso_spinbox) o_bt_armor_bar.curval = rear_torso_pts activate(this) } if sender == o_left_leg_spinbox { int value = A_LeftLeg if getmessage() == 1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) } if getmessage() == -1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLRemoveArmorFromZone, value) } callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_left_leg_spinbox) o_ll_armor_bar.curval = left_leg_pts activate(this) } if sender == o_right_leg_spinbox { int value = A_RightLeg if getmessage() == 1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) } if getmessage() == -1 { play btnTriggeredSound,1 callback($$ML_CallbackHandler$$, MLRemoveArmorFromZone, value) } callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_right_leg_spinbox) o_rl_armor_bar.curval = right_leg_pts activate(this) } if sender == o_maxarmor_button { float tonnage = parent.o_tonnage_nums[2].value // if we have tonnage available than distribute it if (tonnage > 0) { int value = 0 int full_armor = 9 int armor_slot = full_armor int pts_required = 0 // First find out how many armor slots are full for (value = A_LeftLeg; value <= A_Head; value++) { if (pts_per_ton > ((max_armor_array[value] - armor_array[value]) * 10)) armor_slot = armor_slot - 1 } if (armor_slot > 0) { // Then work with the remaining tonnage until tonnage is smaller than number of non-full armor slots while (((tonnage + 0.0001) * 10) >= (full_armor - armor_slot)) { armor_slot = 9 for (value = A_LeftLeg; value <= A_Head; value++) { if (pts_per_ton <= ((max_armor_array[value] - armor_array[value]) * 10)) { callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) tonnage = tonnage - 0.1 armor_slot = armor_slot - 1 } } // if we have full armor, break! if (armor_slot == full_armor) break } // distribute remaining weight if we don't have full armor already int armor_priority[9] armor_priority[0] = A_Head armor_priority[1] = A_CenterTorso armor_priority[2] = A_RearTorso armor_priority[3] = A_LeftLeg armor_priority[4] = A_RightLeg armor_priority[5] = A_LeftTorso armor_priority[6] = A_RightTorso armor_priority[7] = A_LeftArm armor_priority[8] = A_RightArm if ((tonnage > 0) && (armor_slot != full_armor)) { for (int i = 0; i <= 8; i++) { value = armor_priority[i] while ((tonnage > 0) && (pts_per_ton <= ((max_armor_array[value] - armor_array[value]) * 10))) { callback($$ML_CallbackHandler$$, MLAddArmorToZone, value) callback($$ML_CallbackHandler$$, MLDataSetupGetMechArmor, armor_array[], max_armor_array[], armor_tonnage_array[], armor_type, internal_type, pts_per_ton, armor_tonnage, installed_armor) tonnage = tonnage - 0.1 } if ((tonnage + 0.0001) < 0.1) break } } parent.just_saved = false parent.o_restorebutton.state = 0 parent.o_savebutton.state = 0 initialize(parent.o_restorebutton) initialize(parent.o_savebutton) initialize(o_head_spinbox) initialize(o_left_arm_spinbox) initialize(o_right_arm_spinbox) initialize(o_left_front_torso_spinbox) initialize(o_center_front_torso_spinbox) initialize(o_right_front_torso_spinbox) initialize(o_rear_torso_spinbox) initialize(o_left_leg_spinbox) initialize(o_right_leg_spinbox) o_head_armor_bar.curval = head_pts o_la_armor_bar.curval = left_arm_pts o_ra_armor_bar.curval = right_arm_pts o_lt_armor_bar.curval = left_torso_pts o_ct_armor_bar.curval = center_torso_pts o_rt_armor_bar.curval = right_torso_pts o_bt_armor_bar.curval = rear_torso_pts o_ll_armor_bar.curval = left_leg_pts o_rl_armor_bar.curval = right_leg_pts activate(this) } } } mail(1) } } armor_bar { GUI_CREATE { string label int barcolor = packcolor(100, 100, 150, 255) int maxval = 100 int curval = 100 int barwidth = 10 int tempval framerate = 10 } GUI_INIT { region = 0, 0 to location.x + barwidth, location.y + maxval } GUI_DRAW { setpencolor(0, 0, 0, 150) drawrect location.x, location.y to location.x + barwidth, location.y + maxval setpencolor(barcolor) drawrect location.x, (location.y + (maxval - curval)) to location.x + barwidth, location.y + maxval setpencolor(255, 255, 255, 200) ldrawline 0, 0 to barwidth, 0 ldrawline 0, 0 to 0, maxval ldrawline 0, maxval to barwidth, maxval if maxval > 20 { ldrawline 0, (maxval / 2) to barwidth, (maxval / 2) ldrawline 0, (maxval / 4) to (barwidth / 2), (maxval / 4) ldrawline 0, maxval - (maxval / 4) to (barwidth / 2), maxval - (maxval / 4) } else { ldrawline 0, (maxval / 2) to (barwidth / 2), (maxval / 2) } setpencolor(0xffffffff) drawframe location.x, location.y to location.x + barwidth, location.y + maxval print3d_attributes = regfont, 0xff000000, 1, 1, 1, 0, 0 print3d_margins = location.x + 1, location.y - 14 to location.x + barwidth + 1, location.y + 1 print3d_position = location.x + 1, location.y - 14 print3d label print3d_attributes = regfont, 0xffffffff, 1, 1, 1, 0, 0 print3d_margins = location.x, location.y - 15 to location.x + barwidth, location.y print3d_position = location.x, location.y - 15 print3d label } }