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//============================================================================= // GameRules. // // The GameRules class handles game rule modifications for the GameInfo such as scoring, // finding player starts, and damage modification. // //============================================================================= class GameRules extends Info; var GameRules NextGameRules; function AddGameRules(GameRules GR) { if ( NextGameRules == None ) NextGameRules = GR; else NextGameRules.AddGameRules(GR); } /* Override GameInfo FindPlayerStart() - called by GameInfo.FindPlayerStart() if a NavigationPoint is returned, it will be used as the playerstart */ function NavigationPoint FindPlayerStart( Controller Player, optional byte InTeam, optional string incomingName ) { if ( NextGameRules != None ) return NextGameRules.FindPlayerStart(Player,InTeam,incomingName); return None; } /* return string containing game rules information */ function string GetRules() { local string ResultSet; if ( NextGameRules == None ) ResultSet = ResultSet$NextGameRules.GetRules(); return ResultSet; } // // server querying // append the mutator name- only used if mutator adds me and deletes itself. function GetServerDetails( out GameInfo.ServerResponseLine ServerState ); // // Restart the game. // function bool HandleRestartGame() { if ( (NextGameRules != None) && NextGameRules.HandleRestartGame() ) return true; return false; } /* CheckEndGame() Allows modification of game ending conditions. Return false to prevent game from ending */ function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason) { if ( NextGameRules != None ) return NextGameRules.CheckEndGame(Winner,Reason); return true; } /* CheckScore() see if this score means the game ends return true to override gameinfo checkscore, or if game was ended (with a call to Level.Game.EndGame() ) */ function bool CheckScore(PlayerReplicationInfo Scorer) { if ( NextGameRules != None ) return NextGameRules.CheckScore(Scorer); return false; } /* OverridePickupQuery() when pawn wants to pickup something, gamerules given a chance to modify it. If this function returns true, bAllowPickup will determine if the object can be picked up. */ function bool OverridePickupQuery(Pawn Other, Pickup item, out byte bAllowPickup) { if ( (NextGameRules != None) && NextGameRules.OverridePickupQuery(Other, item, bAllowPickup) ) return true; return false; } function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation) { if ( (NextGameRules != None) && NextGameRules.PreventDeath(Killed,Killer, damageType,HitLocation) ) return true; return false; } function bool PreventSever(Pawn Killed, Name boneName, int Damage, class<DamageType> DamageType) { if ( (NextGameRules != None) && NextGameRules.PreventSever(Killed, boneName, Damage, DamageType) ) return true; return false; } function ScoreObjective(PlayerReplicationInfo Scorer, Int Score) { if ( NextGameRules != None ) NextGameRules.ScoreObjective(Scorer,Score); } function ScoreKill(Controller Killer, Controller Killed) { if ( NextGameRules != None ) NextGameRules.ScoreKill(Killer,Killed); } function bool CriticalPlayer(Controller Other) { if ( (NextGameRules != None) && (NextGameRules.CriticalPlayer(Other)) ) return true; return false; } function int NetDamage( int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) { if ( NextGameRules != None ) return NextGameRules.NetDamage( OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType ); return Damage; } defaultproperties { } |
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