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// GameInfo. // // The GameInfo defines the game being played: the game rules, scoring, what actors // are allowed to exist in this game type, and who may enter the game. While the // GameInfo class is the public interface, much of this functionality is delegated // to several classes to allow easy modification of specific game components. These // classes include GameInfo, AccessControl, Mutator, BroadcastHandler, and GameRules. // A GameInfo actor is instantiated when the level is initialized for gameplay (in // C++ UGameEngine::LoadMap() ). The class of this GameInfo actor is determined by // (in order) either the DefaultGameType if specified in the LevelInfo, or the // DefaultGame entry in the game's .ini file (in the Engine.Engine section), unless // its a network game in which case the DefaultServerGame entry is used. // //============================================================================= class GameInfo extends Info HideDropDown CacheExempt native; //------------------------------------------------------------------------------ // Structs for reporting server state data struct native export KeyValuePair { var() string Key; var() string Value; }; struct native export PlayerResponseLine { var() int PlayerNum; var() string PlayerName; var() int Ping; var() int Score; var() int StatsID; }; struct native export ServerResponseLine { var() int ServerID; var() string IP; var() int Port; var() int QueryPort; var() string ServerName; var() string MapName; var() string GameType; var() int CurrentPlayers; var() int MaxPlayers; var() int Ping; var() int Flags; var() string SkillLevel; var() array<KeyValuePair> ServerInfo; var() array<PlayerResponseLine> PlayerInfo; }; //----------------------------------------------------------------------------- // Variables. var bool bRestartLevel; // Level should be restarted when player dies var bool bPauseable; // Whether the game is pauseable. var config bool bWeaponStay; // Whether or not weapons stay when picked up. var bool bCanChangeSkin; // Allow player to change skins in game. var cache bool bTeamGame; // This is a team game. var bool bGameEnded; // set when game ends var bool bOverTime; var localized bool bAlternateMode; var bool bCanViewOthers; var bool bDelayedStart; var bool bWaitingToStartMatch; var globalconfig bool bChangeLevels; var bool bAlreadyChanged; var bool bLoggingGame; // Does this gametype log? var globalconfig bool bEnableStatLogging; // If True, games will log var config bool bAllowWeaponThrowing; var globalconfig bool bAllowBehindView; var globalconfig bool bAdminCanPause; var bool bGameRestarted; var globalconfig bool bWeaponShouldViewShake; var bool bModViewShake; // for mutators to turn off weaponviewshake var bool bForceClassicView; // OBSOLETE var globalconfig bool bLowGore; // OBSOLETE - use GoreLevel instead; var bool bWelcomePending; var bool bAttractCam; var bool bMustJoinBeforeStart; // players can only spectate if they join after the game starts var bool bTestMode; var bool bAllowVehicles; //are vehicles allowed in this gametype? var bool bAllowMPGameSpeed; var bool bIsSaveGame; // stays true during entire game (unlike LevelInfo property) var bool bLiberalVehiclePaths; var globalconfig bool bLargeGameVOIP; var globalconfig int GoreLevel; var globalconfig float GameDifficulty; var float AutoAim; // OBSOLETE How much autoaiming to do (1 = none, 0 = always). // (cosine of max error to correct) var globalconfig float GameSpeed; // Scale applied to game rate. var float StartTime; var string DefaultPlayerClassName; // user interface var string ScoreBoardType; // Type of class<Menu> to use for scoreboards. (gam) var string BotMenuType; // Type of bot menu to display. -NOT USED- var cache string RulesMenuType; // Type of rules menu to display. var string SettingsMenuType; // Type of settings menu to display. -NOT USED- var string GameUMenuType; // Type of Game dropdown to display. (Used as map menu in Onslaught) var string MultiplayerUMenuType; // Type of Multiplayer dropdown to display. -NOT USED- var string GameOptionsMenuType; // Type of options dropdown to display. -NOT USED- var cache string HUDSettingsMenu; // Optional GUI page for configuring HUD options specific to this gametype var string HUDType; // HUD class this game uses. var cache string MapListType; // Maplist this game uses. var cache string MapPrefix; // Prefix characters for names of maps for this game type. var string BeaconName; // Identifying string used for finding LAN servers. var localized string GoreLevelText[3]; var() int ResetCountDown; var() config int ResetTimeDelay; // time (seconds) before restarting teams var globalconfig int MaxSpectators; // Maximum number of spectators. var int NumSpectators; // Current number of spectators. var globalconfig int MaxPlayers; var int NumPlayers; // number of human players var int NumBots; // number of non-human players (AI controlled but participating as a player) var int CurrentID; var localized string DefaultPlayerName; var float FearCostFallOff; // how fast the FearCost in NavigationPoints falls off var config int GoalScore; // what score is needed to end the match var config int MaxLives; // max number of lives for match, unless overruled by level's GameDetails var config int TimeLimit; // time limit in minutes // Message classes. var class<LocalMessage> DeathMessageClass; var class<GameMessage> GameMessageClass; var name OtherMesgGroup; //------------------------------------- // GameInfo components var string MutatorClass; var Mutator BaseMutator; // linked list of Mutators (for modifying actors as they enter the game) var() globalconfig string AccessControlClass; var AccessControl AccessControl; // AccessControl controls whether players can enter and/or become admins var GameRules GameRulesModifiers; // linked list of modifier classes which affect game rules var() string BroadcastHandlerClass; var() class<BroadcastHandler> BroadcastClass; var BroadcastHandler BroadcastHandler; // handles message (text and localized) broadcasts var class<PlayerController> PlayerControllerClass; // type of player controller to spawn for players logging in var string PlayerControllerClassName; // ReplicationInfo var() class<GameReplicationInfo> GameReplicationInfoClass; var GameReplicationInfo GameReplicationInfo; // Voice chat var() class<VoiceChatReplicationInfo> VoiceReplicationInfoClass; var VoiceChatReplicationInfo VoiceReplicationInfo; // Maplist management var globalconfig string MaplistHandlerType; var class<MaplistManagerBase> MaplistHandlerClass; var transient MaplistManagerBase MaplistHandler; // Stats - jmw var GameStats GameStats; // Holds the GameStats actor var globalconfig string GameStatsClass; // Type of GameStats actor to spawn // Server demo recording - rjp var transient string DemoCommand; // set in InitGame to value of ?DemoRec= // only checked in GameInfo.PostBeginPlay() // Cheat Protection var globalconfig string SecurityClass; // Cache-related information var() cache localized string GameName; var() cache localized string Description; var() cache string ScreenShotName; var() cache String DecoTextName; // deprecated ? var() cache String Acronym; // voting handler var globalconfig string VotingHandlerType; var class<VotingHandler> VotingHandlerClass; var transient VotingHandler VotingHandler; // persistant game data management var() transient GameProfile CurrentGameProfile; var() private const transient Manifest SaveGameManifest; // localized PlayInfo descriptions & extra info const GIPROPNUM = 15; var localized string GIPropsDisplayText[GIPROPNUM]; var localized string GIPropDescText[GIPROPNUM]; var localized string GIPropsExtras[2]; var Vehicle VehicleList; var string CallSigns[15]; var globalconfig string ServerSkillLevel; // The Server Skill Level ( 0 - 2, Beginner - Advanced ) var globalconfig float MaxIdleTime; // maximum time players are allowed to idle before being kicked //Loading screen hints var localized string NoBindString; var color BindColor; native final function Manifest GetSavedGames(); native final function Object CreateDataObject ( class objClass, string objName, string packageName ); native final function bool DeleteDataObject ( class objClass, string objName, string packageName ); native final function Object LoadDataObject ( class objClass, string objName, string packageName ); native final iterator function AllDataObjects ( class objClass, out Object obj, string packageName ); native final function bool SavePackage ( string packageName ); native final function bool DeletePackage ( string packageName ); native final static function LoadMapList(string MapPrefix, out array<string> Maps); //------------------------------------------------------------------------------ // Engine notifications. function PreBeginPlay() { StartTime = 0; GameReplicationInfo = Spawn(GameReplicationInfoClass); Level.GRI = GameReplicationInfo; InitGameReplicationInfo(); InitVoiceReplicationInfo(); // Create stat logging actor. InitLogging(); } function Destroyed() { CurrentGameProfile = None; Super.Destroyed(); } function UpdatePrecacheMaterials() { PrecacheGameTextures(Level); } function UpdatePrecacheStaticMeshes() { PrecacheGameStaticMeshes(Level); } static function PrecacheGameTextures(LevelInfo myLevel); static function PrecacheGameStaticMeshes(LevelInfo myLevel); static function PrecacheGameAnnouncements(AnnouncerVoice V, bool bRewardSounds); function string FindPlayerByID( int PlayerID ) { local PlayerReplicationInfo PRI; PRI = GameReplicationInfo.FindPlayerByID(PlayerID); if ( PRI != None ) return PRI.PlayerName; return ""; } function ChangeMap(int ContextID) // sjs { local MapList MyList; local class<MapList> ML; local string MapString; ML = class<MapList>(DynamicLoadObject(MapListType, class'Class')); MyList = spawn(ML); MapString = MyList.GetMap(ContextID); MyList.Destroy(); if( MapString == "" ) return; Level.ServerTravel(MapString, false); } static function bool UseLowGore() { return ( Default.bAlternateMode || Default.bLowGore || (Default.GoreLevel < 2) ); } static function bool NoBlood() { return ( Default.GoreLevel == 0 ); } function PostBeginPlay() { if ( MaxIdleTime > 0 ) MaxIdleTime = FMax(MaxIdleTime, 30); if (GameStats!=None) { GameStats.NewGame(); GameStats.ServerInfo(); } // Do not start any demo recordings until everything has been initialized if ( DemoCommand != "" ) ConsoleCommand("demorec"@DemoCommand, True); } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { Super.Reset(); bGameEnded = false; bOverTime = false; bWaitingToStartMatch = true; InitGameReplicationInfo(); InitVoiceReplicationInfo(); } /* InitLogging() Set up statistics logging */ function InitLogging() { local class <GameStats> MyGameStatsClass; if ( !bEnableStatLogging || !bLoggingGame || (Level.NetMode == NM_Standalone) || (Level.NetMode == NM_ListenServer) ) return; MyGameStatsClass=class<GameStats>(DynamicLoadObject(GameStatsClass,class'class')); if (MyGameStatsClass!=None) { GameStats = spawn(MyGameStatsClass); if (GameStats==None) log("Could to create Stats Object"); } else log("Error loading GameStats ["$GameStatsClass$"]"); } function Timer() { local NavigationPoint N; local int i; // If we are a server, broadcast a welcome message. if( bWelcomePending ) { bWelcomePending = false; if ( Level.NetMode != NM_Standalone ) { for ( i=0; i<GameReplicationInfo.PRIArray.Length; i++ ) if ( (GameReplicationInfo.PRIArray[i] != None) && !GameReplicationInfo.PRIArray[i].bWelcomed ) { GameReplicationInfo.PRIArray[i].bWelcomed = true; if ( !GameReplicationInfo.PRIArray[i].bOnlySpectator ) BroadcastLocalizedMessage(GameMessageClass, 1, GameReplicationInfo.PRIArray[i]); else BroadcastLocalizedMessage(GameMessageClass, 16, GameReplicationInfo.PRIArray[i]); } } } BroadcastHandler.UpdateSentText(); for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) N.FearCost *= FearCostFallOff; } // Called when game shutsdown. event GameEnding() { EndLogging("serverquit"); } /* KickIdler() called if if ( (Pawn != None) || (PlayerReplicationInfo.bOnlySpectator && (ViewTarget != self)) || (Level.Pauser != None) || Level.Game.bWaitingToStartMatch || Level.Game.bGameEnded ) { LastActiveTime = Level.TimeSeconds; } else if ( (Level.Game.MaxIdleTime > 0) && (Level.TimeSeconds - LastActiveTime > Level.Game.MaxIdleTime) ) KickIdler(self); */ event KickIdler(PlayerController PC) { log("Kicking idle player "$PC.PlayerReplicationInfo.PlayerName); AccessControl.DefaultKickReason = AccessControl.IdleKickReason; AccessControl.KickPlayer(PC); AccessControl.DefaultKickReason = AccessControl.Default.DefaultKickReason; } //------------------------------------------------------------------------------ // Replication function InitGameReplicationInfo() { GameReplicationInfo.bTeamGame = bTeamGame; GameReplicationInfo.GameName = GameName; GameReplicationInfo.GameClass = string(Class); GameReplicationInfo.MaxLives = MaxLives; } function InitVoiceReplicationInfo() { log(Name@"VoiceReplicationInfo created:"@VoiceReplicationInfo,'VoiceChat'); } function InitMaplistHandler(); native function string GetNetworkNumber(); //------------------------------------------------------------------------------ // Server/Game Querying. function GetServerInfo( out ServerResponseLine ServerState ) { local int RealSkillLevel; ServerState.ServerName = StripColor(GameReplicationInfo.ServerName); ServerState.MapName = Left(string(Level), InStr(string(Level), ".")); ServerState.GameType = Mid( string(Class), InStr(string(Class), ".")+1); ServerState.CurrentPlayers = GetNumPlayers(); ServerState.MaxPlayers = MaxPlayers; ServerState.IP = ""; // filled in at the other end. ServerState.Port = GetServerPort(); // rjp -- // Valid values are 0, 1, 2 // empty string will NOT be considered as 0 in the database, so we need to do some fiddling here // to make sure that servers that do not set a default value for ServerSkillLevel still report a skill level RealSkillLevel = Clamp( int(ServerSkillLevel), 0, 2 ); ServerState.SkillLevel = string(RealSkillLevel); ServerState.ServerInfo.Length = 0; ServerState.PlayerInfo.Length = 0; } function int GetNumPlayers() { return NumPlayers; } function GetServerDetails( out ServerResponseLine ServerState ) { local Mutator M; local GameRules G; local int i, Len, NumMutators; local string MutatorName; local bool bFound; AddServerDetail( ServerState, "ServerMode", Eval(Level.NetMode == NM_ListenServer, "non-dedicated", "dedicated") ); AddServerDetail( ServerState, "AdminName", GameReplicationInfo.AdminName ); AddServerDetail( ServerState, "AdminEmail", GameReplicationInfo.AdminEmail ); AddServerDetail( ServerState, "ServerVersion", Level.EngineVersion ); if ( AccessControl != None && AccessControl.RequiresPassword() ) AddServerDetail( ServerState, "GamePassword", "True" ); AddServerDetail( ServerState, "GameStats", GameStats != None ); if ( AllowGameSpeedChange() && (GameSpeed != 1.0) ) AddServerDetail( ServerState, "GameSpeed", int(GameSpeed*100)/100.0 ); AddServerDetail( ServerState, "MaxSpectators", MaxSpectators ); // voting if( VotingHandler != None ) VotingHandler.GetServerDetails(ServerState); // Ask the mutators if they have anything to add. for (M = BaseMutator; M != None; M = M.NextMutator) { M.GetServerDetails(ServerState); NumMutators++; } // Ask the gamerules if they have anything to add. for ( G=GameRulesModifiers; G!=None; G=G.NextGameRules ) G.GetServerDetails(ServerState); // make sure all the mutators were really added for ( i=0; i<ServerState.ServerInfo.Length; i++ ) if ( ServerState.ServerInfo[i].Key ~= "Mutator" ) NumMutators--; if ( NumMutators > 1 ) { // something is missing for (M = BaseMutator.NextMutator; M != None; M = M.NextMutator) { MutatorName = M.GetHumanReadableName(); for ( i=0; i<ServerState.ServerInfo.Length; i++ ) if ( (ServerState.ServerInfo[i].Value ~= MutatorName) && (ServerState.ServerInfo[i].Key ~= "Mutator") ) { bFound = true; break; } if ( !bFound ) { Len = ServerState.ServerInfo.Length; ServerState.ServerInfo.Length = Len+1; ServerState.ServerInfo[i].Key = "Mutator"; ServerState.ServerInfo[i].Value = MutatorName; } } } } function GetServerPlayers( out ServerResponseLine ServerState ) { local Mutator M; local Controller C; local PlayerReplicationInfo PRI; local int i, TeamFlag[2]; i = ServerState.PlayerInfo.Length; TeamFlag[0] = 1 << 29; TeamFlag[1] = TeamFlag[0] << 1; for( C=Level.ControllerList;C!=None;C=C.NextController ) { PRI = C.PlayerReplicationInfo; if( (PRI != None) && !PRI.bBot && MessagingSpectator(C) == None ) { ServerState.PlayerInfo.Length = i+1; ServerState.PlayerInfo[i].PlayerNum = C.PlayerNum; ServerState.PlayerInfo[i].PlayerName = PRI.PlayerName; ServerState.PlayerInfo[i].Score = PRI.Score; ServerState.PlayerInfo[i].Ping = 4 * PRI.Ping; if (bTeamGame && PRI.Team != None) ServerState.PlayerInfo[i].StatsID = ServerState.PlayerInfo[i].StatsID | TeamFlag[PRI.Team.TeamIndex]; i++; } } // Ask the mutators if they have anything to add. for (M = BaseMutator.NextMutator; M != None; M = M.NextMutator) M.GetServerPlayers(ServerState); } //------------------------------------------------------------------------------ // Misc. // Return the server's port number. function int GetServerPort() { local string S; local int i; // Figure out the server's port. S = Level.GetAddressURL(); i = InStr( S, ":" ); assert(i>=0); return int(Mid(S,i+1)); } function bool SetPause( BOOL bPause, PlayerController P ) { if( bPauseable || (bAdminCanPause && (P.IsA('Admin') || P.PlayerReplicationInfo.bAdmin)) || Level.Netmode==NM_Standalone ) { if( bPause ) Level.Pauser=P.PlayerReplicationInfo; else Level.Pauser=None; return True; } else return False; } //------------------------------------------------------------------------------ // Game parameters. function bool AllowGameSpeedChange() { if ( Level.NetMode == NM_Standalone ) return true; else return bAllowMPGameSpeed; } // // Set gameplay speed. // function SetGameSpeed( Float T ) { local float OldSpeed; if ( !AllowGameSpeedChange() ) { Level.TimeDilation = 1.1; GameSpeed = 1.0; Default.GameSpeed = GameSpeed; } else { OldSpeed = GameSpeed; GameSpeed = FMax(T, 0.1); Level.TimeDilation = 1.1 * GameSpeed; if ( GameSpeed != OldSpeed ) { Default.GameSpeed = GameSpeed; class'GameInfo'.static.StaticSaveConfig(); } } SetTimer(Level.TimeDilation, true); } // // Called after setting low or high detail mode. // event DetailChange() { local actor A; local zoneinfo Z; if( Level.DetailMode == DM_Low ) { foreach DynamicActors(class'Actor', A) { if( (A.bHighDetail || A.bSuperHighDetail) && !A.bGameRelevant ) A.Destroy(); } } else if( Level.DetailMode == DM_High ) { foreach DynamicActors(class'Actor', A) { if( A.bSuperHighDetail && !A.bGameRelevant ) A.Destroy(); } } foreach AllActors(class'ZoneInfo', Z) Z.LinkToSkybox(); } //------------------------------------------------------------------------------ // Player start functions // // Grab the next option from a string. // static function bool GrabOption( out string Options, out string Result ) { if( Left(Options,1)=="?" ) { // Get result. Result = Mid(Options,1); if( InStr(Result,"?")>=0 ) Result = Left( Result, InStr(Result,"?") ); // Update options. Options = Mid(Options,1); if( InStr(Options,"?")>=0 ) Options = Mid( Options, InStr(Options,"?") ); else Options = ""; return true; } else return false; } // // Break up a key=value pair into its key and value. // static function GetKeyValue( string Pair, out string Key, out string Value ) { if( InStr(Pair,"=")>=0 ) { Key = Left(Pair,InStr(Pair,"=")); Value = Mid(Pair,InStr(Pair,"=")+1); } else { Key = Pair; Value = ""; } } /* ParseOption() Find an option in the options string and return it. */ static function string ParseOption( string Options, string InKey ) { local string Pair, Key, Value; while( GrabOption( Options, Pair ) ) { GetKeyValue( Pair, Key, Value ); if( Key ~= InKey ) return Value; } return ""; } // // HasOption - return true if the option is specified on the command line. // static function bool HasOption( string Options, string InKey ) { local string Pair, Key, Value; while( GrabOption( Options, Pair ) ) { GetKeyValue( Pair, Key, Value ); if( Key ~= InKey ) return true; } return false; } /* Initialize the game. The GameInfo's InitGame() function is called before any other scripts (including PreBeginPlay() ), and is used by the GameInfo to initialize parameters and spawn its helper classes. Warning: this is called before actors' PreBeginPlay. */ event InitGame( string Options, out string Error ) { local string InOpt, LeftOpt; local int pos; local class<AccessControl> ACClass; local class<GameRules> GRClass; local bool bIsTutorial; InOpt = ParseOption( Options, "SaveGame"); if (InOpt != "" && CurrentGameProfile == none) { CurrentGameProfile = LoadDataObject(class'GameProfile', "GameProfile", InOpt); if ( CurrentGameProfile != none ) CurrentGameProfile.Initialize(self, InOpt); else { Log("SINGLEPLAYER GameInfo::InitGame failed to find GameProfile"@InOpt); } if ( !CurrentGameProfile.bInLadderGame ) { CurrentGameProfile = None; } } if ( (CurrentGameProfile == None) && (Left(string(level),3) ~= "TUT") ) bIsTutorial = true; MaxPlayers = Clamp(GetIntOption( Options, "MaxPlayers", MaxPlayers ),0,32); MaxSpectators = Clamp(GetIntOption( Options, "MaxSpectators", MaxSpectators ),0,32); GameDifficulty = FMax(0,GetIntOption(Options, "Difficulty", GameDifficulty)); if ( (CurrentGameProfile != None) || bIsTutorial ) { if (CurrentGameProfile != None) GameDifficulty = CurrentGameProfile.Difficulty; SetGameSpeed(1.0); } AddMutator(MutatorClass); BroadcastClass = class<BroadcastHandler>(DynamicLoadObject(BroadcastHandlerClass,Class'Class')); default.BroadcastClass = BroadcastClass; // rjp -- for PlayInfo BroadcastHandler = spawn(BroadcastClass); InOpt = ParseOption( Options, "AccessControl"); if( InOpt != "" ) ACClass = class<AccessControl>(DynamicLoadObject(InOpt, class'Class')); if ( ACClass == None ) { ACClass = class<AccessControl>(DynamicLoadObject(AccessControlClass, class'Class')); if (ACClass == None) ACClass = class'Engine.AccessControl'; } LeftOpt = ParseOption( Options, "AdminName" ); InOpt = ParseOption( Options, "AdminPassword"); if( LeftOpt!="" && InOpt!="" ) ACClass.default.bDontAddDefaultAdmin = true; // Only spawn access control if we are a server if (Level.NetMode == NM_ListenServer || Level.NetMode == NM_DedicatedServer ) { AccessControl = Spawn(ACClass); if (AccessControl != None && LeftOpt!="" && InOpt!="" ) AccessControl.SetAdminFromURL(LeftOpt, InOpt); } SetGameSpeed(1.0); InOpt = ParseOption( Options, "GameRules"); if ( InOpt != "" ) { log("Game Rules"@InOpt); while ( InOpt != "" ) { pos = InStr(InOpt,","); if ( pos > 0 ) { LeftOpt = Left(InOpt, pos); InOpt = Right(InOpt, Len(InOpt) - pos - 1); } else { LeftOpt = InOpt; InOpt = ""; } log("Add game rules "$LeftOpt); GRClass = class<GameRules>(DynamicLoadObject(LeftOpt, class'Class')); if ( GRClass != None ) { if ( GameRulesModifiers == None ) GameRulesModifiers = Spawn(GRClass); else GameRulesModifiers.AddGameRules(Spawn(GRClass)); } } } InOpt = ParseOption( Options, "Mutator"); if ( InOpt != "" ) { log("Mutators"@InOpt); while ( InOpt != "" ) { pos = InStr(InOpt,","); if ( pos > 0 ) { LeftOpt = Left(InOpt, pos); InOpt = Right(InOpt, Len(InOpt) - pos - 1); } else { LeftOpt = InOpt; InOpt = ""; } AddMutator(LeftOpt, true); } } if ( (CurrentGameProfile == None) && !bIsTutorial ) { InOpt = ParseOption( Options, "GameSpeed"); if( InOpt != "" ) { log("GameSpeed"@InOpt); SetGameSpeed(float(InOpt)); } } InOpt = ParseOption( Options, "GamePassword"); if( InOpt != "" && AccessControl != None) { AccessControl.SetGamePassWord(InOpt); log( "GamePassword" @ InOpt ); } InOpt = ParseOption( Options,"AllowThrowing"); if ( InOpt != "" ) bAllowWeaponThrowing = bool(InOpt); InOpt = ParseOption( Options,"AllowBehindview"); if ( InOpt != "" ) bAllowBehindview = bool(InOpt); InOpt = ParseOption(Options, "GameStats"); if ( InOpt != "") bEnableStatLogging = bool(InOpt); log("GameInfo::InitGame : bEnableStatLogging"@bEnableStatLogging); if( HasOption(Options, "DemoRec") ) DemoCommand = ParseOption(Options, "DemoRec"); if ( HasOption(Options, "AttractCam") ) bAttractCam = true; // Voting handler requires maplist manager to be configured InitMaplistHandler(); InOpt = ParseOption( Options, "VotingHandler"); if( InOpt != "" ) VotingHandlerClass = class<VotingHandler>(DynamicLoadObject(InOpt, class'Class')); if( VotingHandlerClass == None ) { if( VotingHandlerType != "" ) VotingHandlerClass = class<VotingHandler>(DynamicLoadObject(VotingHandlerType, class'Class')); else VotingHandlerClass = class<VotingHandler>(DynamicLoadObject("Engine.VotingHandler", class'Class')); } class'Engine.GameInfo'.default.VotingHandlerClass = VotingHandlerClass; if( (Level.NetMode != NM_StandAlone) && (VotingHandlerClass != None) && VotingHandlerClass.Static.IsEnabled() ) { VotingHandler = Spawn(VotingHandlerClass); if(VotingHandler == none) log("WARNING: Failed to spawn VotingHandler"); } bTestMode = HasOption(Options, "CheckErrors"); } function AddMutator(string mutname, optional bool bUserAdded) { local class<Mutator> mutClass; local Mutator mut; if ( !Static.AllowMutator(MutName) ) return; mutClass = class<Mutator>(DynamicLoadObject(mutname, class'Class')); if (mutClass == None) return; if ( (mutClass.Default.GroupName != "") && (BaseMutator != None) ) { // make sure no mutators with same groupname for ( mut=BaseMutator; mut!=None; mut=mut.NextMutator ) if ( mut.GroupName == mutClass.Default.GroupName ) { log("Not adding "$mutClass$" because already have a mutator in the same group - "$mut); return; } } // make sure this mutator is not added already for ( mut=BaseMutator; mut!=None; mut=mut.NextMutator ) if ( mut.Class == mutClass ) { log("Not adding "$mutClass$" because this mutator is already added - "$mut); return; } mut = Spawn(mutClass); // mc, beware of mut being none if (mut == None) return; // Meant to verify if this mutator was from Command Line parameters or added from other Actors mut.bUserAdded = bUserAdded; if (BaseMutator == None) BaseMutator = mut; else BaseMutator.AddMutator(mut); } function AddGameModifier( GameRules NewRule ) { if ( NewRule == None ) return; if ( GameRulesModifiers != None ) GameRulesModifiers.AddGameRules(NewRule); else GameRulesModifiers = NewRule; } // // Return beacon text for serverbeacon. // event string GetBeaconText() { return Level.ComputerName $ " " $ Left(Level.Title,24) $ "\\t" $ BeaconName $ "\\t" $ GetNumPlayers() $ "/" $ MaxPlayers; } /* ProcessServerTravel() Optional handling of ServerTravel for network games. */ function ProcessServerTravel( string URL, bool bItems ) { local playercontroller P, LocalPlayer; // Pass it along BaseMutator.ServerTraveling(URL,bItems); EndLogging("mapchange"); // Notify clients we're switching level and give them time to receive. // We call PreClientTravel directly on any local PlayerPawns (ie listen server) log("ProcessServerTravel:"@URL); foreach DynamicActors( class'PlayerController', P ) if( NetConnection( P.Player)!=None ) P.ClientTravel( Eval( Instr(URL,"?") > 0, Left(URL,Instr(URL,"?")), URL), TRAVEL_Relative, bItems ); else { LocalPlayer = P; P.PreClientTravel(); } if ( (Level.NetMode == NM_ListenServer) && (LocalPlayer != None) ) Level.NextURL = Level.NextURL $"?Team="$LocalPlayer.GetDefaultURL("Team") $"?Name="$LocalPlayer.GetDefaultURL("Name") $"?Class="$LocalPlayer.GetDefaultURL("Class") $"?Character="$LocalPlayer.GetDefaultURL("Character"); // Switch immediately if not networking. if( Level.NetMode!=NM_DedicatedServer && Level.NetMode!=NM_ListenServer ) Level.NextSwitchCountdown = 0.0; } // // Accept or reject a player on the server. // Fails login if you set the Error to a non-empty string. // event PreLogin ( string Options, string Address, string PlayerID, out string Error, out string FailCode ) { local bool bSpectator; bSpectator = ( ParseOption( Options, "SpectatorOnly" ) ~= "1" ); if (AccessControl != None) AccessControl.PreLogin(Options, Address, PlayerID,Error, FailCode, bSpectator); } function int GetIntOption( string Options, string ParseString, int CurrentValue) { local string InOpt; InOpt = ParseOption( Options, ParseString ); if ( InOpt != "" ) return int(InOpt); return CurrentValue; } function bool BecomeSpectator(PlayerController P) { if ( (P.PlayerReplicationInfo == None) || !GameReplicationInfo.bMatchHasBegun || (NumSpectators >= MaxSpectators) || P.IsInState('GameEnded') || P.IsInState('RoundEnded') ) { P.ReceiveLocalizedMessage(GameMessageClass, 12); return false; } if (GameStats != None) { GameStats.DisconnectEvent(P.PlayerReplicationInfo); } P.PlayerReplicationInfo.bOnlySpectator = true; NumSpectators++; NumPlayers--; return true; } function bool AllowBecomeActivePlayer(PlayerController P) { if ( (P.PlayerReplicationInfo == None) || !GameReplicationInfo.bMatchHasBegun || bMustJoinBeforeStart || (NumPlayers >= MaxPlayers) || (MaxLives > 0) || P.IsInState('GameEnded') || P.IsInState('RoundEnded') ) { P.ReceiveLocalizedMessage(GameMessageClass, 13); return false; } return true; } function bool AtCapacity(bool bSpectator) { if ( Level.NetMode == NM_Standalone ) return false; if ( bSpectator ) return ( (NumSpectators >= MaxSpectators) && ((Level.NetMode != NM_ListenServer) || (NumPlayers > 0)) ); else return ( (MaxPlayers>0) && (NumPlayers>=MaxPlayers) ); } function InitSavedLevel() { if ( Level.GRI == None ) Level.GRI = GameReplicationInfo; if ( Level.ObjectPool == None ) Level.ObjectPool = new(xLevel) class'ObjectPool'; } // // Log a player in. // Fails login if you set the Error string. // PreLogin is called before Login, but significant game time may pass before // Login is called, especially if content is downloaded. // event PlayerController Login ( string Portal, string Options, out string Error ) { local NavigationPoint StartSpot; local PlayerController NewPlayer, TestPlayer; local string InName, InAdminName, InPassword, InChecksum, InCharacter,InSex; local byte InTeam; local bool bSpectator, bAdmin; local class<Security> MySecurityClass; local pawn TestPawn; Options = StripColor(Options); // Strip out color Codes BaseMutator.ModifyLogin(Portal, Options); // Get URL options. InName = Left(ParseOption ( Options, "Name"), 20); InTeam = GetIntOption( Options, "Team", 255 ); // default to "no team" InAdminName= ParseOption ( Options, "AdminName"); InPassword = ParseOption ( Options, "Password" ); InChecksum = ParseOption ( Options, "Checksum" ); if ( HasOption(Options, "Load") ) { log("Loading Savegame"); InitSavedLevel(); bIsSaveGame = true; // Try to match up to existing unoccupied player in level, // for savegames - also needed coop level switching. ForEach DynamicActors(class'PlayerController', TestPlayer ) { if ( (TestPlayer.Player==None) && (TestPlayer.PlayerOwnerName~=InName) ) { TestPawn = TestPlayer.Pawn; if ( TestPawn != None ) TestPawn.SetRotation(TestPawn.Controller.Rotation); log("FOUND "$TestPlayer@TestPlayer.PlayerReplicationInfo.PlayerName); return TestPlayer; } } } bSpectator = ( ParseOption( Options, "SpectatorOnly" ) ~= "1" ); if (AccessControl != None) bAdmin = AccessControl.CheckOptionsAdmin(Options); // Make sure there is capacity except for admins. (This might have changed since the PreLogin call). if ( !bAdmin && AtCapacity(bSpectator) ) { Error = GameMessageClass.Default.MaxedOutMessage; return None; } // If admin, force spectate mode if the server already full of reg. players if ( bAdmin && AtCapacity(false)) bSpectator = true; // Pick a team (if need teams) InTeam = PickTeam(InTeam,None); // Find a start spot. StartSpot = FindPlayerStart( None, InTeam, Portal ); if( StartSpot == None ) { Error = GameMessageClass.Default.FailedPlaceMessage; return None; } if ( PlayerControllerClass == None ) PlayerControllerClass = class<PlayerController>(DynamicLoadObject(PlayerControllerClassName, class'Class')); NewPlayer = spawn(PlayerControllerClass,,,StartSpot.Location,StartSpot.Rotation); // Handle spawn failure. if( NewPlayer == None ) { log("Couldn't spawn player controller of class "$PlayerControllerClass); Error = GameMessageClass.Default.FailedSpawnMessage; return None; } NewPlayer.StartSpot = StartSpot; // Init player's replication info NewPlayer.GameReplicationInfo = GameReplicationInfo; // Apply security to this controller MySecurityClass=class<Security>(DynamicLoadObject(SecurityClass,class'class')); if (MySecurityClass!=None) { NewPlayer.PlayerSecurity = spawn(MySecurityClass,NewPlayer); if (NewPlayer.PlayerSecurity==None) log("Could not spawn security for player "$NewPlayer,'Security'); } else if (SecurityClass == "") log("No value for Engine.GameInfo.SecurityClass -- System is not secure.",'Security'); else log("Unknown security class ["$SecurityClass$"] -- System is not secure.",'Security'); if ( bAttractCam ) NewPlayer.GotoState('AttractMode'); else NewPlayer.GotoState('Spectating'); // Init player's name if( InName=="" ) InName=DefaultPlayerName; if( Level.NetMode!=NM_Standalone || NewPlayer.PlayerReplicationInfo.PlayerName==DefaultPlayerName ) ChangeName( NewPlayer, InName, false ); // custom voicepack NewPlayer.PlayerReplicationInfo.VoiceTypeName = ParseOption ( Options, "Voice"); InCharacter = ParseOption(Options, "Character"); NewPlayer.SetPawnClass(DefaultPlayerClassName, InCharacter); InSex = ParseOption(Options, "Sex"); if ( Left(InSex,3) ~= "F" ) NewPlayer.SetPawnFemale(); // only effective if character not valid // Set the player's ID. NewPlayer.PlayerReplicationInfo.PlayerID = CurrentID++; if ( bSpectator || NewPlayer.PlayerReplicationInfo.bOnlySpectator || !ChangeTeam(newPlayer, InTeam, false) ) { NewPlayer.PlayerReplicationInfo.bOnlySpectator = true; NewPlayer.PlayerReplicationInfo.bIsSpectator = true; NewPlayer.PlayerReplicationInfo.bOutOfLives = true; NumSpectators++; return NewPlayer; } newPlayer.StartSpot = StartSpot; // Init player's administrative privileges and log it if (AccessControl != None && AccessControl.AdminLogin(NewPlayer, InAdminName, InPassword)) { AccessControl.AdminEntered(NewPlayer, InAdminName); } NumPlayers++; if ( NumPlayers > 20 ) bLargeGameVOIP = true; bWelcomePending = true; if ( bTestMode ) TestLevel(); // if delayed start, don't give a pawn to the player yet // Normal for multiplayer games if ( bDelayedStart ) { NewPlayer.GotoState('PlayerWaiting'); return NewPlayer; } return newPlayer; } function TestLevel() { local Actor A, Found; local bool bFoundErrors; ForEach AllActors(class'Actor', A) { bFoundErrors = bFoundErrors || A.CheckForErrors(); if ( bFoundErrors && (Found == None) ) Found = A; } if ( bFoundErrors ) Found.Crash(); } /* StartMatch() Start the game - inform all actors that the match is starting, and spawn player pawns */ function StartMatch() { local Controller P; local Actor A; if (GameStats!=None) GameStats.StartGame(); // tell all actors the game is starting ForEach AllActors(class'Actor', A) A.MatchStarting(); // start human players first for ( P = Level.ControllerList; P!=None; P=P.nextController ) if ( P.IsA('PlayerController') && (P.Pawn == None) ) { if ( bGameEnded ) return; // telefrag ended the game with ridiculous frag limit else if ( PlayerController(P).CanRestartPlayer() ) RestartPlayer(P); } // start AI players for ( P = Level.ControllerList; P!=None; P=P.nextController ) if ( P.bIsPlayer && !P.IsA('PlayerController') ) { if ( Level.NetMode == NM_Standalone ) RestartPlayer(P); else P.GotoState('Dead','MPStart'); } bWaitingToStartMatch = false; GameReplicationInfo.bMatchHasBegun = true; } // Player Can be restarted ? function bool PlayerCanRestart( PlayerController aPlayer ) { return true; } function bool PlayerCanRestartGame( PlayerController aPlayer ) { return true; } // // Restart a player. // function RestartPlayer( Controller aPlayer ) { local NavigationPoint startSpot; local int TeamNum; local class<Pawn> DefaultPlayerClass; local Vehicle V, Best; local vector ViewDir; local float BestDist, Dist; if( bRestartLevel && Level.NetMode!=NM_DedicatedServer && Level.NetMode!=NM_ListenServer ) return; if ( (aPlayer.PlayerReplicationInfo == None) || (aPlayer.PlayerReplicationInfo.Team == None) ) TeamNum = 255; else TeamNum = aPlayer.PlayerReplicationInfo.Team.TeamIndex; startSpot = FindPlayerStart(aPlayer, TeamNum); if( startSpot == None ) { log(" Player start not found!!!"); return; } if (aPlayer.PreviousPawnClass!=None && aPlayer.PawnClass != aPlayer.PreviousPawnClass) BaseMutator.PlayerChangedClass(aPlayer); if ( aPlayer.PawnClass != None ) aPlayer.Pawn = Spawn(aPlayer.PawnClass,,,StartSpot.Location,StartSpot.Rotation); if( aPlayer.Pawn==None ) { DefaultPlayerClass = GetDefaultPlayerClass(aPlayer); aPlayer.Pawn = Spawn(DefaultPlayerClass,,,StartSpot.Location,StartSpot.Rotation); } if ( aPlayer.Pawn == None ) { log("Couldn't spawn player of type "$aPlayer.PawnClass$" at "$StartSpot); aPlayer.GotoState('Dead'); if ( PlayerController(aPlayer) != None ) PlayerController(aPlayer).ClientGotoState('Dead','Begin'); return; } if ( PlayerController(aPlayer) != None ) PlayerController(aPlayer).TimeMargin = -0.1; aPlayer.Pawn.Anchor = startSpot; aPlayer.Pawn.LastStartSpot = PlayerStart(startSpot); aPlayer.Pawn.LastStartTime = Level.TimeSeconds; aPlayer.PreviousPawnClass = aPlayer.Pawn.Class; aPlayer.Possess(aPlayer.Pawn); aPlayer.PawnClass = aPlayer.Pawn.Class; aPlayer.Pawn.PlayTeleportEffect(true, true); aPlayer.ClientSetRotation(aPlayer.Pawn.Rotation); AddDefaultInventory(aPlayer.Pawn); TriggerEvent( StartSpot.Event, StartSpot, aPlayer.Pawn); if ( bAllowVehicles && (Level.NetMode == NM_Standalone) && (PlayerController(aPlayer) != None) ) { // tell bots not to get into nearby vehicles for a little while BestDist = 2000; ViewDir = vector(aPlayer.Pawn.Rotation); for ( V=VehicleList; V!=None; V=V.NextVehicle ) if ( V.bTeamLocked && (aPlayer.GetTeamNum() == V.Team) ) { Dist = VSize(V.Location - aPlayer.Pawn.Location); if ( (ViewDir Dot (V.Location - aPlayer.Pawn.Location)) < 0 ) Dist *= 2; if ( Dist < BestDist ) { Best = V; BestDist = Dist; } } if ( Best != None ) Best.PlayerStartTime = Level.TimeSeconds + 8; } } function class<Pawn> GetDefaultPlayerClass(Controller C) { local PlayerController PC; local String PawnClassName; local class<Pawn> PawnClass; PC = PlayerController( C ); if( PC != None ) { PawnClassName = PC.GetDefaultURL( "Class" ); PawnClass = class<Pawn>( DynamicLoadObject( PawnClassName, class'Class') ); if( PawnClass != None ) return( PawnClass ); } return( class<Pawn>( DynamicLoadObject( DefaultPlayerClassName, class'Class' ) ) ); } // // Called after a successful login. This is the first place // it is safe to call replicated functions on the PlayerController. // event PostLogin( PlayerController NewPlayer ) { local class<HUD> HudClass; local class<Scoreboard> ScoreboardClass; if ( !bIsSaveGame ) { // Log player's login. if (GameStats!=None) { GameStats.ConnectEvent(NewPlayer.PlayerReplicationInfo); GameStats.GameEvent("NameChange",NewPlayer.PlayerReplicationInfo.playername,NewPlayer.PlayerReplicationInfo); } if ( !bDelayedStart ) { // start match, or let player enter, immediately bRestartLevel = false; // let player spawn once in levels that must be restarted after every death if ( bWaitingToStartMatch ) StartMatch(); else RestartPlayer(newPlayer); bRestartLevel = Default.bRestartLevel; } } // tell client what hud and scoreboard to use if( HUDType == "" ) log( "No HUDType specified in GameInfo", 'Log' ); else { HudClass = class<HUD>(DynamicLoadObject(HUDType, class'Class')); if( HudClass == None ) log( "Can't find HUD class "$HUDType, 'Error' ); } if( ScoreBoardType != "" ) { ScoreboardClass = class<Scoreboard>(DynamicLoadObject(ScoreBoardType, class'Class')); if( ScoreboardClass == None ) log( "Can't find ScoreBoard class "$ScoreBoardType, 'Error' ); } NewPlayer.ClientSetHUD( HudClass, ScoreboardClass ); SetWeaponViewShake(NewPlayer); if ( bIsSaveGame ) return; if ( NewPlayer.Pawn != None ) NewPlayer.Pawn.ClientSetRotation(NewPlayer.Pawn.Rotation); if( VotingHandler != None ) VotingHandler.PlayerJoin(NewPlayer); if ( AccessControl != None ) NewPlayer.LoginDelay = AccessControl.LoginDelaySeconds; NewPlayer.ClientCapBandwidth(NewPlayer.Player.CurrentNetSpeed); NotifyLogin(NewPlayer.PlayerReplicationInfo.PlayerID); log("New Player"@NewPlayer.PlayerReplicationInfo.PlayerName@"id="$NewPlayer.GetPlayerIDHash()); } function SetWeaponViewShake(PlayerController P) { P.ClientSetWeaponViewShake(bWeaponShouldViewShake && bModViewShake); } // // Player exits. // function Logout( Controller Exiting ) { local bool bMessage; bMessage = true; if ( PlayerController(Exiting) != None ) { if ( AccessControl != None && AccessControl.AdminLogout( PlayerController(Exiting) ) ) AccessControl.AdminExited( PlayerController(Exiting) ); if ( PlayerController(Exiting).PlayerReplicationInfo.bOnlySpectator ) { bMessage = false; NumSpectators--; } else { NumPlayers--; } } if( bMessage && (Level.NetMode==NM_DedicatedServer || Level.NetMode==NM_ListenServer) ) BroadcastLocalizedMessage(GameMessageClass, 4, Exiting.PlayerReplicationInfo); if( VotingHandler != None ) VotingHandler.PlayerExit(Exiting); if ( GameStats!=None) GameStats.DisconnectEvent(Exiting.PlayerReplicationInfo); //notify mutators that a player exited NotifyLogout(Exiting); } // Called at the end of GameInfo.PostLogin() // Notify all existing PlayerControllers that this player has joined. Each player's ChatManager replicates // this information to the client for matching against the client's "Restricted" list of players. If a match is made, // the client's copy of ChatManager notifies the server's copy so that the corresponding type of communication is not // sent to the player. function NotifyLogin(int NewPlayerID) { local int i; local array<PlayerController> PCArray; GetPlayerControllerList(PCArray); for ( i = 0; i < PCArray.Length; i++ ) PCArray[i].ServerRequestBanInfo(NewPlayerID); } function NotifyLogout(Controller Exiting) { local Controller C; local PlayerController PC; BaseMutator.NotifyLogout(Exiting); if ( PlayerController(Exiting) != None && Exiting.PlayerReplicationInfo != None ) { for ( C = Level.ControllerList; C != None; C = C.NextController ) { PC = PlayerController(C); if ( PC != None && PC.ChatManager != None ) PC.ChatManager.UnTrackPlayer(Exiting.PlayerReplicationInfo.PlayerID); } } } // // Examine the passed player's inventory, and accept or discard each item. // AcceptInventory needs to gracefully handle the case of some inventory // being accepted but other inventory not being accepted (such as the default // weapon). There are several things that can go wrong: A weapon's // AmmoType not being accepted but the weapon being accepted -- the weapon // should be killed off. Or the player's selected inventory item, active // weapon, etc. not being accepted, leaving the player weaponless or leaving // the HUD inventory rendering messed up (AcceptInventory should pick another // applicable weapon/item as current). // event AcceptInventory(pawn PlayerPawn) { //default accept all inventory except default weapon (spawned explicitly) } function AddGameSpecificInventory(Pawn p) { local Weapon newWeapon; local class<Weapon> WeapClass; // Spawn default weapon. WeapClass = BaseMutator.GetDefaultWeapon(); if( (WeapClass!=None) && (p.FindInventoryType(WeapClass)==None) ) { newWeapon = Spawn(WeapClass,,,p.Location); if( newWeapon != None ) { newWeapon.GiveTo(p); newWeapon.bCanThrow = false; // don't allow default weapon to be thrown out } } } // // Spawn any default inventory for the player. // function AddDefaultInventory( pawn PlayerPawn ) { local Weapon newWeapon; local class<Weapon> WeapClass; // Spawn default weapon. WeapClass = BaseMutator.GetDefaultWeapon(); if( (WeapClass!=None) && (PlayerPawn.FindInventoryType(WeapClass)==None) ) { newWeapon = Spawn(WeapClass,,,PlayerPawn.Location); if( newWeapon != None ) { newWeapon.GiveTo(PlayerPawn); //newWeapon.BringUp(); newWeapon.bCanThrow = false; // don't allow default weapon to be thrown out } } SetPlayerDefaults(PlayerPawn); } /* SetPlayerDefaults() first make sure pawn properties are back to default, then give mutators an opportunity to modify them */ function SetPlayerDefaults(Pawn PlayerPawn) { PlayerPawn.AirControl = PlayerPawn.Default.AirControl; PlayerPawn.GroundSpeed = PlayerPawn.Default.GroundSpeed; PlayerPawn.WaterSpeed = PlayerPawn.Default.WaterSpeed; PlayerPawn.AirSpeed = PlayerPawn.Default.AirSpeed; PlayerPawn.Acceleration = PlayerPawn.Default.Acceleration; PlayerPawn.JumpZ = PlayerPawn.Default.JumpZ; BaseMutator.ModifyPlayer(PlayerPawn); } function NotifyKilled(Controller Killer, Controller Killed, Pawn KilledPawn ) { local Controller C; for ( C=Level.ControllerList; C!=None; C=C.nextController ) C.NotifyKilled(Killer, Killed, KilledPawn); } function KillEvent(string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage) { if ( GameStats != None ) GameStats.KillEvent(KillType, Killer, Victim, Damage); } function Killed( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType ) { local vehicle V; if ( (Killed != None) && Killed.bIsPlayer ) { Killed.PlayerReplicationInfo.Deaths += 1; Killed.PlayerReplicationInfo.NetUpdateTime = FMin(Killed.PlayerReplicationInfo.NetUpdateTime, Level.TimeSeconds + 0.3 * FRand()); BroadcastDeathMessage(Killer, Killed, damageType); if ( (Killer == Killed) || (Killer == None) ) { if ( Killer == None ) KillEvent("K", None, Killed.PlayerReplicationInfo, DamageType); //"Kill" else KillEvent("K", Killer.PlayerReplicationInfo, Killed.PlayerReplicationInfo, DamageType); //"Kill" } else { if ( bTeamGame && (Killer.PlayerReplicationInfo != None) && (Killer.PlayerReplicationInfo.Team == Killed.PlayerReplicationInfo.Team) ) KillEvent("TK", Killer.PlayerReplicationInfo, Killed.PlayerReplicationInfo, DamageType); //"Teamkill" else KillEvent("K", Killer.PlayerReplicationInfo, Killed.PlayerReplicationInfo, DamageType); //"Kill" } } if ( Killed != None ) ScoreKill(Killer, Killed); DiscardInventory(KilledPawn); NotifyKilled(Killer,Killed,KilledPawn); if ( bAllowVehicles && (Level.NetMode == NM_Standalone) && (PlayerController(Killed) != None) ) { // tell bots not to get into nearby vehicles for ( V=VehicleList; V!=None; V=V.NextVehicle ) if ( Killed.GetTeamNum() == V.Team ) V.PlayerStartTime = 0; } } function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation) { if ( GameRulesModifiers == None ) return false; return GameRulesModifiers.PreventDeath(Killed,Killer, damageType,HitLocation); } function bool PreventSever(Pawn Killed, Name boneName, int Damage, class<DamageType> DamageType) { if ( GameRulesModifiers == None ) return false; return GameRulesModifiers.PreventSever(Killed, boneName, Damage, DamageType); } function BroadcastDeathMessage(Controller Killer, Controller Other, class<DamageType> damageType) { if ( (Killer == Other) || (Killer == None) ) BroadcastLocalized(self,DeathMessageClass, 1, None, Other.PlayerReplicationInfo, damageType); else BroadcastLocalized(self,DeathMessageClass, 0, Killer.PlayerReplicationInfo, Other.PlayerReplicationInfo, damageType); } // %k = Owner's PlayerName (Killer) // %o = Other's PlayerName (Victim) // %w = Owner's Weapon ItemName static native function string ParseKillMessage( string KillerName, string VictimName, string DeathMessage ); function Kick( string S ) { if (AccessControl != None) AccessControl.Kick(S); } function SessionKickBan( string S ) // sjs { if (AccessControl != None) AccessControl.SessionKickBan( S ); } function KickBan( string S ) { if (AccessControl != None) AccessControl.KickBan(S); } function bool IsOnTeam(Controller Other, int TeamNum) { local int OtherTeam; if ( bTeamGame && (Other != None) ) { OtherTeam = Other.GetTeamNum(); if ( OtherTeam == 255 ) return false; return (OtherTeam == TeamNum); } return false; } //------------------------------------------------------------------------------------- // Level gameplay modification. // // Return whether Viewer is allowed to spectate from the // point of view of ViewTarget. // function bool CanSpectate( PlayerController Viewer, bool bOnlySpectator, actor ViewTarget ) { return true; } /* Use reduce damage for teamplay modifications, etc. */ function int ReduceDamage( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) { local int OriginalDamage; local armor FirstArmor, NextArmor; OriginalDamage = Damage; if( injured.PhysicsVolume.bNeutralZone ) Damage = 0; else if ( injured.InGodMode() ) // God mode return 0; else if ( (injured.Inventory != None) && (damage > 0) ) //then check if carrying armor { FirstArmor = injured.inventory.PrioritizeArmor(Damage, DamageType, HitLocation); while( (FirstArmor != None) && (Damage > 0) ) { NextArmor = FirstArmor.nextArmor; Damage = FirstArmor.ArmorAbsorbDamage(Damage, DamageType, HitLocation); FirstArmor = NextArmor; } } if ( GameRulesModifiers != None ) return GameRulesModifiers.NetDamage( OriginalDamage, Damage,injured,instigatedBy,HitLocation,Momentum,DamageType ); return Damage; } // // Return whether an item should respawn. // function bool ShouldRespawn( Pickup Other ) { if( Level.NetMode == NM_StandAlone ) return false; return Other.ReSpawnTime!=0.0; } /* Called when pawn has a chance to pick Item up (i.e. when the pawn touches a weapon pickup). Should return true if he wants to pick it up, false if he does not want it. */ function bool PickupQuery( Pawn Other, Pickup item ) { local byte bAllowPickup; if ( (GameRulesModifiers != None) && GameRulesModifiers.OverridePickupQuery(Other, item, bAllowPickup) ) return (bAllowPickup == 1); if ( Other.Inventory == None ) return true; else return !Other.Inventory.HandlePickupQuery(Item); } /* Discard a player's inventory after he dies. */ function DiscardInventory( Pawn Other ) { Other.Weapon = None; Other.SelectedItem = None; while ( Other.Inventory != None ) Other.Inventory.Destroy(); } /* Try to change a player's name. */ function ChangeName( Controller Other, coerce string S, bool bNameChange ) { local Controller C; if( S == "" ) return; S = StripColor(s); // Stip out color codes Other.PlayerReplicationInfo.SetPlayerName(S); // notify local players if ( bNameChange ) for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( (PlayerController(C) != None) && (Viewport(PlayerController(C).Player) != None) ) PlayerController(C).ReceiveLocalizedMessage( class'GameMessage', 2, Other.PlayerReplicationInfo ); } /* Return whether a team change is allowed. */ function bool ChangeTeam(Controller Other, int N, bool bNewTeam) { return true; } /* Return a picked team number if none was specified */ function byte PickTeam(byte Current, Controller C) { return Current; } /* Send a player to a URL. */ function SendPlayer( PlayerController aPlayer, string URL ) { aPlayer.ClientTravel( URL, TRAVEL_Relative, true ); } /* Restart the game. */ function RestartGame() { local string NextMap; local MapList MyList; if ( (GameRulesModifiers != None) && GameRulesModifiers.HandleRestartGame() ) return; if ( bGameRestarted ) return; bGameRestarted = true; // allow voting handler to stop travel to next map if ( VotingHandler != None && !VotingHandler.HandleRestartGame() ) return; // these server travels should all be relative to the current URL if ( bChangeLevels && !bAlreadyChanged && (MapListType != "") ) { // open a the nextmap actor for this game type and get the next map bAlreadyChanged = true; MyList = GetMapList(MapListType); if (MyList != None) { NextMap = MyList.GetNextMap(); MyList.Destroy(); } if ( NextMap == "" ) NextMap = GetMapName(MapPrefix, NextMap,1); if ( NextMap != "" ) { Level.ServerTravel(NextMap, false); return; } } Level.ServerTravel( "?Restart", false ); } function array<string> GetMapRotation() { if ( MaplistHandler != None ) return MaplistHandler.GetCurrentMapRotation(); } function MapList GetMapList(string MapListClassType) { local class<MapList> MapListClass; if (MapListClassType != "") { MapListClass = class<MapList>(DynamicLoadObject(MapListClassType, class'Class')); if (MapListClass != None) return Spawn(MapListClass); } return None; } function ChangeVoiceChannel( PlayerReplicationInfo PRI, int NewChannelIndex, int OldChannelIndex ); //========================================================================== // Message broadcasting functions (handled by the BroadCastHandler) event Broadcast( Actor Sender, coerce string Msg, optional name Type ) { BroadcastHandler.Broadcast(Sender,Msg,Type); } function BroadcastTeam( Controller Sender, coerce string Msg, optional name Type ) { BroadcastHandler.BroadcastTeam(Sender,Msg,Type); } /* Broadcast a localized message to all players. Most message deal with 0 to 2 related PRIs. The LocalMessage class defines how the PRI's and optional actor are used. */ event BroadcastLocalized( actor Sender, class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { BroadcastHandler.AllowBroadcastLocalized(Sender,Message,Switch,RelatedPRI_1,RelatedPRI_2,OptionalObject); } //========================================================================== function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason) { local Controller P; if ( (GameRulesModifiers != None) && !GameRulesModifiers.CheckEndGame(Winner, Reason) ) return false; // all player cameras focus on winner or final scene (picked by gamerules) for ( P=Level.ControllerList; P!=None; P=P.NextController ) { P.ClientGameEnded(); P.GameHasEnded(); } return true; } /* End of game. */ function EndGame( PlayerReplicationInfo Winner, string Reason ) { // don't end game if not really ready if ( !CheckEndGame(Winner, Reason) ) { bOverTime = true; return; } bGameEnded = true; TriggerEvent('EndGame', self, None); EndLogging(Reason); } function EndLogging(string Reason) { if (GameStats == None) return; GameStats.EndGame(Reason); GameStats.Destroy(); GameStats = None; } /* Return the 'best' player start for this player to start from. */ function NavigationPoint FindPlayerStart( Controller Player, optional byte InTeam, optional string incomingName ) { local NavigationPoint N, BestStart; local Teleporter Tel; local float BestRating, NewRating; local byte Team; // always pick StartSpot at start of match if ( (Player != None) && (Player.StartSpot != None) && (Level.NetMode == NM_Standalone) && (bWaitingToStartMatch || ((Player.PlayerReplicationInfo != None) && Player.PlayerReplicationInfo.bWaitingPlayer)) ) { return Player.StartSpot; } if ( GameRulesModifiers != None ) { N = GameRulesModifiers.FindPlayerStart(Player,InTeam,incomingName); if ( N != None ) return N; } // if incoming start is specified, then just use it if( incomingName!="" ) foreach AllActors( class 'Teleporter', Tel ) if( string(Tel.Tag)~=incomingName ) return Tel; // use InTeam if player doesn't have a team yet if ( (Player != None) && (Player.PlayerReplicationInfo != None) ) { if ( Player.PlayerReplicationInfo.Team != None ) Team = Player.PlayerReplicationInfo.Team.TeamIndex; else Team = InTeam; } else Team = InTeam; for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { NewRating = RatePlayerStart(N,Team,Player); if ( NewRating > BestRating ) { BestRating = NewRating; BestStart = N; } } if ( (BestStart == None) || ((PlayerStart(BestStart) == None) && (Player != None) && Player.bIsPlayer) ) { log("Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating"); BestRating = -100000000; ForEach AllActors( class 'NavigationPoint', N ) { NewRating = RatePlayerStart(N,0,Player); if ( InventorySpot(N) != None ) NewRating -= 50; NewRating += 20 * FRand(); if ( NewRating > BestRating ) { BestRating = NewRating; BestStart = N; } } } return BestStart; } /* Rate whether player should choose this NavigationPoint as its start default implementation is for single player game */ function float RatePlayerStart(NavigationPoint N, byte Team, Controller Player) { local PlayerStart P; P = PlayerStart(N); if ( P != None ) { if ( P.bSinglePlayerStart ) { if ( P.bEnabled ) return 1000; return 20; } return 10; } return 0; } function ScoreObjective(PlayerReplicationInfo Scorer, float Score) { if ( Scorer != None ) Scorer.Score += Score; if ( GameRulesModifiers != None ) GameRulesModifiers.ScoreObjective(Scorer, Score); CheckScore(Scorer); } /* CheckScore() see if this score means the game ends */ function CheckScore(PlayerReplicationInfo Scorer) { if ( (GameRulesModifiers != None) && GameRulesModifiers.CheckScore(Scorer) ) return; } function ScoreEvent(PlayerReplicationInfo Who, float Points, string Desc) { if (GameStats!=None) GameStats.ScoreEvent(Who,Points,Desc); } function TeamScoreEvent(int Team, float Points, string Desc) { if ( GameStats != None ) GameStats.TeamScoreEvent(Team, Points, Desc); } function ScoreKill(Controller Killer, Controller Other) { if( (killer == Other) || (killer == None) ) { if ( (Other!=None) && (Other.PlayerReplicationInfo != None) ) { Other.PlayerReplicationInfo.Score -= 1; Other.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; ScoreEvent(Other.PlayerReplicationInfo,-1,"self_frag"); } } else if ( killer.PlayerReplicationInfo != None ) { Killer.PlayerReplicationInfo.Score += 1; Killer.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; Killer.PlayerReplicationInfo.Kills++; ScoreEvent(Killer.PlayerReplicationInfo,1,"frag"); } if ( GameRulesModifiers != None ) GameRulesModifiers.ScoreKill(Killer, Other); if ( (Killer != None) || (MaxLives > 0) ) CheckScore(Killer.PlayerReplicationInfo); } function bool TooManyBots(Controller botToRemove) { return false; } // Stub static function Texture GetRandomTeamSymbol(int base) { return None; } static function string FindTeamDesignation(GameReplicationInfo GRI, actor A) // Should be subclassed in various team games { return ""; } // - Given a %X var return the value. static function string ParseChatPercVar(Mutator BaseMutator, Controller Who, string Cmd) { // Pass along to Mutators if (BaseMutator!=None) Cmd = BaseMutator.ParseChatPercVar(Who,Cmd); if (Who!=None) Cmd = Who.ParseChatPercVar(Cmd); return Cmd; } // - Parse out % vars for various messages static function string ParseMessageString(Mutator BaseMutator, Controller Who, String Message) { return Message; } static function FillPlayInfo(PlayInfo PlayInfo) { Super.FillPlayInfo(PlayInfo); // Always begin with calling parent PlayInfo.AddSetting(default.BotsGroup, "GameDifficulty", GetDisplayText("GameDifficulty"), 0, 2, "Select", default.GIPropsExtras[0], "Xb"); PlayInfo.AddSetting(default.GameGroup, "GoalScore", GetDisplayText("GoalScore"), 0, 0, "Text", "3;0:999"); PlayInfo.AddSetting(default.GameGroup, "TimeLimit", GetDisplayText("TimeLimit"), 0, 0, "Text", "3;0:999"); PlayInfo.AddSetting(default.GameGroup, "MaxLives", GetDisplayText("MaxLives"), 0, 0, "Text", "3;0:999"); PlayInfo.AddSetting(default.GameGroup, "bWeaponStay", GetDisplayText("bWeaponStay"), 1, 0, "Check", , , ,True); PlayInfo.AddSetting(default.RulesGroup, "bAllowWeaponThrowing", GetDisplayText("bAllowWeaponThrowing"), 1, 0, "Check", , , ,True); PlayInfo.AddSetting(default.RulesGroup, "bAllowBehindView", GetDisplayText("bAllowBehindview"), 1, 0, "Check", , ,True,True); PlayInfo.AddSetting(default.RulesGroup, "bWeaponShouldViewShake", GetDisplayText("bWeaponShouldViewShake"),1, 0, "Check", , , ,True); PlayInfo.AddSetting(default.ServerGroup, "bEnableStatLogging", GetDisplayText("bEnableStatLogging"), 0, 1, "Check", , ,True); PlayInfo.AddSetting(default.ServerGroup, "bAdminCanPause", GetDisplayText("bAdminCanPause"), 1, 1, "Check", , ,True,True); PlayInfo.AddSetting(default.ServerGroup, "MaxSpectators", GetDisplayText("MaxSpectators"), 1, 1, "Text", "3;0:32", ,True,True); PlayInfo.AddSetting(default.ServerGroup, "MaxPlayers", GetDisplayText("MaxPlayers"), 0, 1, "Text", "3;0:32", ,True); PlayInfo.AddSetting(default.ServerGroup, "MaxIdleTime", GetDisplayText("MaxIdleTime"), 0, 1, "Text", "3;0:300", ,True,True); // Add GRI's PIData if (default.GameReplicationInfoClass != None) { default.GameReplicationInfoClass.static.FillPlayInfo(PlayInfo); PlayInfo.PopClass(); } if (default.VoiceReplicationInfoClass != None) { default.VoiceReplicationInfoClass.static.FillPlayInfo(PlayInfo); PlayInfo.PopClass(); } if (default.BroadcastClass != None) default.BroadcastClass.static.FillPlayInfo(PlayInfo); else class'BroadcastHandler'.static.FillPlayInfo(PlayInfo); PlayInfo.PopClass(); if (class'Engine.GameInfo'.default.VotingHandlerClass != None) { class'Engine.GameInfo'.default.VotingHandlerClass.static.FillPlayInfo(PlayInfo); PlayInfo.PopClass(); } else log("GameInfo::FillPlayInfo class'Engine.GameInfo'.default.VotingHandlerClass = None"); } static function string GetDisplayText(string PropName) { switch (PropName) { case "GameDifficulty": return default.GIPropsDisplayText[0]; case "bWeaponStay": return default.GIPropsDisplayText[1]; case "MaxSpectators": return default.GIPropsDisplayText[4]; case "MaxPlayers": return default.GIPropsDisplayText[5]; case "GoalScore": return default.GIPropsDisplayText[6]; case "MaxLives": return default.GIPropsDisplayText[7]; case "TimeLimit": return default.GIPropsDisplayText[8]; case "bEnableStatLogging": return default.GIPropsDisplayText[9]; case "bAllowWeaponThrowing": return default.GIPropsDisplayText[10]; case "bAllowBehindview": return default.GIPropsDisplayText[11]; case "bAdminCanPause": return default.GIPropsDisplayText[12]; case "MaxIdleTime": return default.GIPropsDisplayText[13]; case "bWeaponShouldViewShake": return default.GIPropsDisplayText[14]; } return ""; } static function string GetDescriptionText(string PropName) { switch (PropName) { case "GameDifficulty": return default.GIPropDescText[0]; case "bWeaponStay": return default.GIPropDescText[1]; case "MaxSpectators": return default.GIPropDescText[4]; case "MaxPlayers": return default.GIPropDescText[5]; case "GoalScore": return default.GIPropDescText[6]; case "MaxLives": return default.GIPropDescText[7]; case "TimeLimit": return default.GIPropDescText[8]; case "bEnableStatLogging": return default.GIPropDescText[9]; case "bAllowWeaponThrowing": return default.GIPropDescText[10]; case "bAllowBehindview": return default.GIPropDescText[11]; case "bAdminCanPause": return default.GIPropDescText[12]; case "MaxIdleTime": return default.GIPropDescText[13]; case "bWeaponShouldViewShake": return default.GIPropDescText[14]; } return Super.GetDescriptionText(PropName); } static event bool AcceptPlayInfoProperty(string PropName) { if ( PropName == "MaxLives" ) return false; return Super.AcceptPlayInfoProperty(PropName); } static function int OrderToIndex(int Order) { return Order; } function ReviewJumpSpots(name TestLabel); function string RecommendCombo(string ComboName) { return ComboName; } function string NewRecommendCombo(string ComboName, AIController C) { local string NewComboName; NewComboName = RecommendCombo(ComboName); if (NewComboName != ComboName) return NewComboName; return BaseMutator.NewRecommendCombo(ComboName, C); } function bool CanEnterVehicle(Vehicle V, Pawn P) { return BaseMutator.CanEnterVehicle(V, P); } function DriverEnteredVehicle(Vehicle V, Pawn P) { BaseMutator.DriverEnteredVehicle(V, P); } function bool CanLeaveVehicle(Vehicle V, Pawn P) { return BaseMutator.CanLeaveVehicle(V, P); } function DriverLeftVehicle(Vehicle V, Pawn P) { BaseMutator.DriverLeftVehicle(V, P); } function TeamInfo OtherTeam(TeamInfo Requester) { return None; } exec function KillBots(int num); exec function AdminSay(string Msg) { local controller C; for( C=Level.ControllerList; C!=None; C=C.nextController ) if( C.IsA('PlayerController') ) { PlayerController(C).ClearProgressMessages(); PlayerController(C).SetProgressTime(6); PlayerController(C).SetProgressMessage(0, Msg, class'Canvas'.Static.MakeColor(255,255,255)); } } function RegisterVehicle(Vehicle V) { // add to AI vehicle list V.NextVehicle = VehicleList; VehicleList = V; } function actor FindSpecGoalFor(PlayerReplicationInfo PRI, int TeamIndex) { return none; } function int GetDefenderNum() { return 255; } event SetGrammar() { if( BeaconName!="" ) LoadSRGrammar(BeaconName); } native function LoadSRGrammar( string Grammar ); // Server-only convenience function to retrieve a list of non-AI playercontrollers function GetPlayerControllerList(out array<PlayerController> ControllerArray) { local Controller C; local PlayerController PC; if ( ControllerArray.Length > 0 ) ControllerArray.Remove(0, ControllerArray.Length); for (C = Level.ControllerList; C != None; C = C.NextController) { PC = PlayerController(C); if ( PC != None && PC.bIsPlayer && PC.PlayerReplicationInfo != None && !PC.PlayerReplicationInfo.bOnlySpectator && !PC.PlayerReplicationInfo.bBot && PC.Player != None ) ControllerArray[ControllerArray.Length] = PC; } } /* Parse voice command and give order to bot */ function ParseVoiceCommand( PlayerController Sender, string RecognizedString ); // Stub for UnrealMPGameInfo static function AdjustBotInterface(bool bSinglePlayer); // matinee Scene events event SceneStarted( SceneManager SM, Actor Other ); event SceneEnded( SceneManager SM, Actor Other ); event SceneAbort(); // Called from PlayerController when pressing fire. event NoTranslocatorKeyPressed( PlayerController PC ); static function array<string> GetAllLoadHints(optional bool bThisClassOnly); static function string GetLoadingHint( PlayerController Ref, string MapName, color HintColor ) { local string Hint; local int Attempt; if ( Ref == None ) return ""; while ( Hint == "" && ++Attempt < 10 ) Hint = ParseLoadingHint(GetNextLoadHint(MapName), Ref, HintColor); return Hint; } static function string ParseLoadingHint(string Hint, PlayerController Ref, color HintColor) { local string CurrentHint, Cmd, Result; local int pos; pos = InStr(Hint, "%"); if ( pos == -1 ) return Hint; do { Cmd = ""; Result = ""; CurrentHint $= Left(Hint,pos); Hint = Mid(Hint, pos+1); pos = InStr(Hint, "%"); if ( pos == -1 ) break; Cmd = Left(Hint,pos); Hint = Mid(Hint,pos+1); Result = GetKeyBindName(Cmd,Ref); if ( Result == Cmd || Result == "" ) break; CurrentHint $= MakeColorCode(default.BindColor) $ Result $ MakeColorCode(HintColor); pos = InStr(Hint, "%"); } until ( Hint == "" || pos == -1 ); if ( Result != "" && Result != Cmd ) return CurrentHint $ Hint; return ""; } static function string GetKeyBindName( string Cmd, PlayerController Ref ) { local string BindStr; local array<string> Bindings; local int i, idx, BestIdx, Weight, BestWeight; if ( Ref == None || Cmd == "" ) return Cmd; BestIdx = -1; BindStr = Ref.ConsoleCommand("BINDINGTOKEY" @ "\"" $ Cmd $ "\""); if ( BindStr != "" ) { Split(BindStr, ",", Bindings); if ( Bindings.Length > 0 ) { for ( i = 0; i < Bindings.Length; i++ ) { idx = int(Ref.ConsoleCommand("KEYNUMBER"@Bindings[i])); if ( idx != -1 ) { Weight = GetBindWeight(idx); if ( Weight > BestWeight ) { BestWeight = Weight; BestIdx = idx; } } } if ( BestIdx != -1 ) return Ref.ConsoleCommand("LOCALIZEDKEYNAME"@BestIdx); } } return Cmd; } static function string GetNextLoadHint(string MapName) { return ""; } static function string MakeColorCode(color NewColor) { // Text colours use 1 as 0. if(NewColor.R == 0) NewColor.R = 1; if(NewColor.G == 0) NewColor.G = 1; if(NewColor.B == 0) NewColor.B = 1; return Chr(0x1B)$Chr(NewColor.R)$Chr(NewColor.G)$Chr(NewColor.B); } static function int GetBindWeight( byte KeyNumber ) { // Left/Right mouse if ( KeyNumber == 0x01 || KeyNumber == 0x02 ) return 100; // Main number & letter keys if ( KeyNumber >= 0x30 && KeyNumber <= 0x5A ) return 75; // Space or Ctrl/Alt/Shift if ( KeyNumber==0x20 || (KeyNumber >= 0x10 && KeyNumber <= 0x12) ) return 50; // Arrow keys if ( KeyNumber >= 0x25 && KeyNumber <= 0x28 ) return 45; // Middle mouse if ( KeyNumber==0x04 ) return 40; // Mouse scroll wheel if ( KeyNumber == 0xEC || KeyNumber == 0xED ) return 35; // Home, PgDn, etc. if ( KeyNumber == 0x08 || (KeyNumber >= 0x21 && KeyNumber <= 0x28) ) return 30; // Number pad if ( KeyNumber >= 0x60 && KeyNumber <= 0x6F ) return 25; return 20; } static function bool IsVehicleMutator( string MutatorClassName ) { if ( MutatorClassName ~= "Onslaught.MutBigWheels" ) return true; if ( MutatorClassName ~= "Onslaught.MutWheeledVehicleStunts" ) return true; if ( MutatorClassName ~= "Onslaught.MutLightweightVehicles" ) return true; if ( MutatorClassName ~= "OnslaughtFull.MutVehicleArena" ) return true; return false; } // Returns whether a mutator should be allowed with this gametype static function bool AllowMutator( string MutatorClassName ) { if ( MutatorClassName == Default.MutatorClass ) return true; if ( !Default.bAllowVehicles && static.IsVehicleMutator(MutatorClassName) ) return false; return !class'LevelInfo'.static.IsDemoBuild(); } static function AddServerDetail( out ServerResponseLine ServerState, string RuleName, coerce string RuleValue ) { local int i; i = ServerState.ServerInfo.Length; ServerState.ServerInfo.Length = i + 1; ServerState.ServerInfo[i].Key = RuleName; ServerState.ServerInfo[i].Value = RuleValue; } function string StripColor(string s) { local int p; p = InStr(s,chr(27)); while ( p>=0 ) { s = left(s,p)$mid(S,p+4); p = InStr(s,Chr(27)); } return s; } function bool JustStarted(float T) { return ( Level.TimeSeconds < T ); } function int MultiMinPlayers() { return 0; } // cheat function WeakObjectives(); function DisableNextObjective(); // hacky. If you press use while dead, this function will get called. function DeadUse(PlayerController PC); defaultproperties { bRestartLevel=Wahr bPauseable=Wahr bCanChangeSkin=Wahr bCanViewOthers=Wahr bDelayedStart=Wahr bChangeLevels=Wahr bAllowWeaponThrowing=Wahr bWeaponShouldViewShake=Wahr bModViewShake=Wahr GoreLevel=2 GameDifficulty=1.000000 AutoAim=0.930000 GameSpeed=1.000000 HUDType="Engine.HUD" GoreLevelText(0)="No Gore" GoreLevelText(1)="Reduced Gore" GoreLevelText(2)="Full Gore" MaxSpectators=2 MaxPlayers=16 CurrentID=1 DefaultPlayerName="Player" FearCostFallOff=0.950000 DeathMessageClass=Class'Engine.LocalMessage' GameMessageClass=Class'Engine.GameMessage' MutatorClass="Engine.Mutator" AccessControlClass="Engine.AccessControl" BroadcastHandlerClass="Engine.BroadcastHandler" PlayerControllerClassName="Engine.PlayerController" GameReplicationInfoClass=Class'Engine.GameReplicationInfo' VoiceReplicationInfoClass=Class'Engine.VoiceChatReplicationInfo' MaplistHandlerClass=Class'Engine.MaplistManager' GameStatsClass="IpDrv.MasterServerGameStats" SecurityClass="UnrealGame.UnrealSecurity" GameName="Game" Acronym="???" VotingHandlerType="xVoting.xVotingHandler" GIPropsDisplayText(0)="Bot Skill" GIPropsDisplayText(1)="Weapons Stay" GIPropsDisplayText(2)="Reduce Gore Level" GIPropsDisplayText(3)="Game Speed" GIPropsDisplayText(4)="Max Spectators" GIPropsDisplayText(5)="Max Players" GIPropsDisplayText(6)="Goal Score" GIPropsDisplayText(7)="Max Lives" GIPropsDisplayText(8)="Time Limit" GIPropsDisplayText(9)="World Stats Logging" GIPropsDisplayText(10)="Allow Weapon Throwing" GIPropsDisplayText(11)="Allow Behind View" GIPropsDisplayText(12)="Allow Admin Pausing" GIPropsDisplayText(13)="Kick Idlers Time" GIPropsDisplayText(14)="Weapons shake view" GIPropDescText(0)="Set the skill of your bot opponents." GIPropDescText(1)="When enabled, weapons will always be available for pickup." GIPropDescText(2)="Enable this option to reduce the amount of blood and guts you see." GIPropDescText(3)="Controls how fast time passes in the game." GIPropDescText(4)="Sets the maximum number of spectators that can watch the game." GIPropDescText(5)="Sets the maximum number of players that can join this server." GIPropDescText(6)="The game ends when someone reaches this score." GIPropDescText(7)="Limits how many times players can respawn after dying." GIPropDescText(8)="The game ends after this many minutes of play." GIPropDescText(9)="Enable this option to send game statistics to the UT2004 global stats server" GIPropDescText(10)="When enabled, players can throw their current weapon out." GIPropDescText(11)="Controls whether players can switch to a third person view." GIPropDescText(12)="Controls whether administrators can pause the game." GIPropDescText(13)="Specifies how long to wait before kicking idle player from server." GIPropDescText(14)="When enabled, some weapons cause view shaking while firing." GIPropsExtras(0)="0.000000;Novice;1.000000;Average;2.000000;Experienced;3.000000;Skilled;4.000000;Adept;5.000000;Masterful;6.000000;Inhuman;7.000000;Godlike" CallSigns(0)="ALPHA" CallSigns(1)="BRAVO" CallSigns(2)="CHARLIE" CallSigns(3)="DELTA" CallSigns(4)="ECHO" CallSigns(5)="FOXTROT" CallSigns(6)="GOLF" CallSigns(7)="HOTEL" CallSigns(8)="INDIA" CallSigns(9)="JULIET" CallSigns(10)="KILO" CallSigns(11)="LIMA" CallSigns(12)="MIKE" CallSigns(13)="NOVEMBER" CallSigns(14)="OSCAR" NoBindString="[None]" BindColor=(G=128,R=128,A=255) } |
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