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//============================================================================= // TeamInfo. //============================================================================= class TeamInfo extends ReplicationInfo native nativereplication; var localized string TeamName; var int Size; //number of players on this team in the level var float Score; var int TeamIndex; var color TeamColor, AltTeamColor; var Actor HomeBase; // key objective associated with this team var() class<Pawn> DefaultPlayerClass; var localized string ColorNames[4]; replication { // Variables the server should send to the client. reliable if( bNetDirty && (Role==ROLE_Authority) ) Score, HomeBase; reliable if ( bNetInitial && (Role==ROLE_Authority) ) TeamName, TeamColor, AltTeamColor, TeamIndex; } function bool BelongsOnTeam(class<Pawn> PawnClass) { return true; } simulated function string GetHumanReadableName() { if ( TeamName == Default.TeamName ) { if ( TeamIndex < 4 ) return ColorNames[TeamIndex]; return TeamName@TeamIndex; } return TeamName; } function bool AddToTeam( Controller Other ) { local Controller P; local bool bSuccess; // make sure loadout works for this team if ( Other == None ) { log("Added none to team!!!"); return false; } if (MessagingSpectator(Other) != None) { log("Messaging spectator so returning false",'VoiceChat'); return false; } Size++; Other.PlayerReplicationInfo.Team = self; Other.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; bSuccess = false; if ( Other.IsA('PlayerController') ) Other.PlayerReplicationInfo.TeamID = 0; else Other.PlayerReplicationInfo.TeamID = 1; while ( !bSuccess ) { bSuccess = true; for ( P=Level.ControllerList; P!=None; P=P.nextController ) if ( P.bIsPlayer && (P != Other) && (P.PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team) && (P.PlayerReplicationInfo.TeamId == Other.PlayerReplicationInfo.TeamId) ) bSuccess = false; if ( !bSuccess ) Other.PlayerReplicationInfo.TeamID = Other.PlayerReplicationInfo.TeamID + 1; } if ( PlayerController(Other) != None && Level.Game.VoiceReplicationInfo != None ) Level.Game.VoiceReplicationInfo.NotifyTeamChange(Other.PlayerReplicationInfo, TeamIndex); return true; } function RemoveFromTeam(Controller Other) { Size--; } // Stubs static function SetCharacters(array<string> Chars); static function GetAllCharacters(out array<string> Chars); defaultproperties { TeamName="Team" TeamColor=(R=255,A=255) AltTeamColor=(R=200,A=255) ColorNames(0)="Red" ColorNames(1)="Blue" ColorNames(2)="Green" ColorNames(3)="Gold" NetUpdateFrequency=2.000000 } |
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