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USARBot.USARDeathMatch


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class USARDeathMatch extends BotDeathMatch config(USARBot);

var array<USARVictim> Victims;
var array<KVehicle> Vehicles;
var array<AmbientSource> Sources;
var array<RFIDTag> RFIDTags;
var array<SEERPawn> SeerVictims;
var array<VictRFIDTag> VictRFIDTags;
var int SSTagsId; // SingleShotTags count
var int MSTagsId; // MultiShotTags count
var config bool bAutoId;
var config bool bstats;
var FileLog TagLog;
var FileLog AdminLog;
var USARComServer ComServer;

//General purpose counter controlled by mouse wheel
var int WheelCount;

// This doesn't work anymore as balls are now spawned dynamically.
function PostNetBeginPlay()
{
    Super.PostNetBeginPlay();

    // These 2 commands set: (game time) = (real time)
    // both for physics and game (timers, timestamps...).
    // In other words, now physics time, game time and
    // real time are in sync.
    Level.KarmaTimeScale = 0.99;
    Level.Game.SetGameSpeed(0.9);
}

function actor GetRobot(String name) {
    local string botName;
    local int i;

    for (i=0;i<Vehicles.length;i++) {
        botName = Vehicles[i].Controller.PlayerReplicationInfo.PlayerName;
        if (botName==name)
            return Vehicles[i];
    }
    return None;
}

//We don't want UT bots running around the map!
function bool NeedPlayers()
{
    return False;
}

defaultproperties
{
    BotServerClass=USARBotServer
    ComServerClass=USARComServer
    RemoteBotClass=USARRemoteBot
    GameName="USARSim Simulation"
    PlayerControllerClassName="USARBot.ViewTestPlayerController"
    HUDType="USARBot.USARHUD"
    bAllowVehicles=True
    GameReplicationInfoClass=Class'USARReplicationInfo'
    bAutoId=true
    bstats=true
    TimeLimit=0
    SSTagsId=1000
}

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Class file time: Di 26.12.2006 22:44:22.000 - Creation time: Mo 16.4.2007 11:20:55.328 - Created with UnCodeX