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firestorm/Gameleap/mw4/Content/ShellScripts/MechBay/armor.script
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// 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
}
}