Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 |
// ==================================================================== // Class: Engine.VotingHandler // // Base class for the VotingHandler that handles the server side of // map and kick voting. // // Written by Bruce Bickar // (c) 2003, Epic Games, Inc. All Rights Reserved // ==================================================================== class VotingHandler extends Info; struct MapVoteGameConfig { var string GameClass; // code class of game type. XGame.xDeathMatch var string Prefix; // MapName Prefix. DM, CTF, BR etc. var string Acronym; // Game Acronym (appended to map names in messages to help identify game type for map) var string GameName; // Name or Title of the game type. "DeathMatch", "Capture The Flag" var string Mutators; // Mutators to load with this gametype. "XGame.MutInstaGib,UnrealGame.MutBigHead,UnrealGame.MutLowGrav" var string Options; // Game Options }; struct MapVoteGameConfigLite { var string GameClass; // code class of game type. XGame.xDeathMatch var string Prefix; // MapName Prefix. DM, CTF, BR etc. var string GameName; // Name or Title of the game type. "DeathMatch", "Capture The Flag" }; struct MapVoteMapList { var string MapName; var int PlayCount; var int Sequence; var bool bEnabled; }; struct MapHistoryInfo { var string M; // MapName - Used short/single character var names to keep ini file smaller var int P; // Play count. Number of times map has been played var int S; // Sequence. The order in which the map was played var string G; // per map game options var string U; // per map mutators }; struct MapVoteScore { var int MapIndex; var int GameConfigIndex; var int VoteCount; }; struct KickVoteScore { var int PlayerID; //var string PlayerName; var int Team; var int KickVoteCount; }; struct AccumulationData // used to save player's unused vote between maps when in Accumulation mode { var string Name; var int VoteCount; }; function PlayerJoin(PlayerController Player); function PlayerExit(Controller Exiting); function bool HandleRestartGame() { return true; } function string GetConfigArrayData(string ConfigArrayName, int RowIndex, int ColumnIndex); // should return "type;maxlength;value" function string GetConfigArrayColumnTitle(string ConfigArrayName, int ColumnIndex); function DeleteConfigArrayItem(string ConfigArrayName, int RowIndex); function int AddConfigArrayItem(string ConfigArrayName); function UpdateConfigArrayItem(string ConfigArrayName, int RowIndex, int ColumnIndex, string NewValue); function int GetConfigArrayItemCount(string ConfigArrayName); static function FillPlayInfo(PlayInfo PlayInfo) { Super.FillPlayInfo(PlayInfo); } static function bool IsEnabled() { return false; } function ReloadAll( optional bool bParam ); // server querying function GetServerDetails( out GameInfo.ServerResponseLine ServerState ); defaultproperties { } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |