HudBot 0.5 - New Prefs & Variables

Quick Overview
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Information Variables
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$Speed, your speed in meters/second
$Waypoint::Distance, the distance to your current waypoint
$Energy, your energy as a percentage (0-100)
$Health, your health as a percentage (0-100)
$Ammo, the ammo count of your current weapon
$Waypoint::Distance, the distance to your current waypoint
$clientMessageType, Set to the current message type when onClientMessage is 
                    called. 0/1 = Server Red / White, 2 = Global, 3 = Teamchat,
                    4 = Command Status

Prefs
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$pref::ScreenSize, Default = 20.0
$pref::ShowMatchedTextures, Default FALSE
$pref::showWeapon, Default TRUE
$pref::happyJump, Default FALSE
$pref::SkyRotationSpeed, Default 0.0

$pref::RadarWidth, Default 160
$pref::RadarZoom, Default 4.0
$pref::RadarStencil, Default TRUE
$pref::RadarAlpha, Default 1.0

$pref::ForceTrilinear, Default TRUE

Settings
--------
$MouseEnable, Default FALSE
$ScriptGL::Latency, Default 100


Callbacks
---------
onLocalSound( %cl, %sfx )
ScriptGUI::playGui::onPreDraw / ScriptGUI::playGui::onPostDraw


Variable / Description                                  
------------------------------------------------------------
$pref::hudbotTerrain, Default = true, Range TRUE/FALSE
	Enables or disables the hudbot terrain mip-map generation. Disabling this 
	will cause custom hudbot terrains to stop working, but will allow for custom 
	non-hudbot terrains to work again. Your command map will still be black with 
	custom non-hudbot terrains, and isn't that useful when you aren't cheating!

$pref::ScreenSize, Default = 30.0, Range 1.0 -> 150.0
	Controls terrain detail level, lower is better. A low ScreenSize will 
	minimize terrain warping at the cost of higher cpu usage

$pref::ShowMatchedTextures, Default FALSE, Range TRUE/FALSE
	Setting this to true will cause HudBot to color every texture it can 
	replace white (regardless of whether a custom user texture is present)

	Terrain textures will be colored by Mip level

	After changing this variable, you will need to force Tribes to reload it's 
	graphics to OpenGL. This may be done by hitting Escape twice (going to the 
	options screen/back)

$pref::ShowWeapon, Default TRUE, Range TRUE/FALSE
	Setting this to false will turn off rendering your weapon in first/third 
	person mode. Useful for getting a little extra screen space.

$pref::RadarWidth, Default 160, Range 0 -> inf
	Controls how wide (in pixels) the RadarHUD is.

$pref::RadarZoom, Default 4.0, Range 0.0 -> inf
	Controls how zoomed OUT the RadarHUD is. The higher the numbers, the further 
	zoomed OUT the radar is.

$pref::RadarStencil, Default TRUE, Range TRUE/FALSE
	Set this to false to force the RadarHUD to render as a square 
	(no circle stencil)

$pref::RadarAlpha, Default 1.0f, Range 0.0 -> 1.0
	Adjusts the RadarHUD alpha.

$pref::SkyRotationSpeed, Default 0.0f, Range inf
	The speed at which the sky rotates. Will probably 
	make you ill if you use it.


$pref::ForceTrilinear, Default TRUE, Range TRUE/FALSE
	Forces Tribes to use Trilinear filtering on all MipMapped textures. 
	The ceiling in the entryway on the Stonehenge base is a good place to 
	notice the Bilinear filtering artifacts that Trilinear fixes.

	After changing this variable, hit ESC twice (aka go to the options screen 
	and back) to force Tribes to reload textures

$pref::happyJump, Default FALSE, range TRUE/FALSE
	Enables HappyJump, the built in ski script, to be bound to "Turn Left". 
	When true, you can bind your jump key to "Turn Left" and use it instead of 
	a ski script. 


$MouseEnable, Default FALSE, Range TRUE/FALSE
	Setting $MouseEnable to TRUE will enable Hudbot's mouse callbacks. 
	These provide the position of the mouse cursor and the state of the 
	mouse buttons when the GUI mouse is activated.

	Callbacks activated:
	    * function onMouseActive( %is_active )
	    * function onMouseMove( %x, %y )
	    * function onMouseRMB( %is_down )
	    * function onMouseLMB( %is_down )

Callbacks
-------------------------------------------------------------------------------

onLocalSound( %cl, %sfx )
	onLocalSound is similar to onClientMessage, except for local sounds. 
	%cl is the client id and %sfx is the name of the .wav that will be played. 
	If you return anything other than "True" or a non-zero value, the 
	sound will be muted.

ScriptGUI::playGui::onPreDraw / ScriptGUI::playGui::onPostDraw
	See the ScriptGL Documentation. 