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 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 |
//============================================================================= // Mutator. // // Mutators allow modifications to gameplay while keeping the game rules intact. // Mutators are given the opportunity to modify player login parameters with // ModifyLogin(), to modify player pawn properties with ModifyPlayer(), to change // the default weapon for players with GetDefaultWeapon(), or to modify, remove, // or replace all other actors when they are spawned with CheckRelevance(), which // is called from the PreBeginPlay() function of all actors except those (Decals, // Effects and Projectiles for performance reasons) which have bGameRelevant==true. //============================================================================= class Mutator extends Info DependsOn(GameInfo) CacheExempt // rjp -- for Caching native; var Mutator NextMutator; var class<Weapon> DefaultWeapon; var string DefaultWeaponName; var bool bUserAdded; // mc - mutator was added by user (cmdline or mutator list) var bool bAddToServerPackages; // if true, the package this mutator is in will be added to serverpackages at load time var() cache string IconMaterialName; var() cache string ConfigMenuClassName; var() cache string GroupName; // Will only allow one mutator with this tag to be selected. /* rjp --- A note about mutators & the caching system: In order for your mutator to appear in the game's mutator lists, you must create a cache file which contains your mutator's important information. This can be done automatically using a commandlet. If you wish to ensure support for multiple languages in your mutator, you should always export localized strings to .int before exporting the mutator's cache information. This ensures that the caching system will recognize that your mutator has localized properties and will adjust your mutator's cache entry accordingly. To export localized properties, use the 'dumpint' commandlet: 'ucc dumpint <PackageFileName.ext>' - generates .int file containing all localized properties. To export cache entries, use the 'exportcache' commandlet: 'ucc exportcache <PackageName.ext>' - generates a .ucl file containing all required caching information. Ex: (ACoolMutator.u) ucc dumpint ACoolMutator.u - generates ACoolMutator.int ucc exportcache ACoolMutator.u - generates ACoolMutator.ucl file containing an entry for each mutator, gameinfo, weapon, and crosshair in the ACoolMutator package. Adding "Object=()" lines to your mutator's .int file is no longer necessary. If the caching system finds any Object=() entries in an .int file for your mutator, it will automatically create the necessary .ucl file the first time the game is started. -- rjp */ var() localized cache string FriendlyName; var() localized cache string Description; /* Don't call Actor PreBeginPlay() for Mutator */ event PreBeginPlay() { if ( !MutatorIsAllowed() ) Destroy(); else if (bAddToServerPackages) AddToPackageMap(); } function bool MutatorIsAllowed() { return !Level.IsDemoBuild() || Class==class'Mutator'; } function Destroyed() { local Mutator M; // remove from mutator list if ( Level.Game.BaseMutator == self ) Level.Game.BaseMutator = NextMutator; else { for ( M=Level.Game.BaseMutator; M!=None; M=M.NextMutator ) if ( M.NextMutator == self ) { M.NextMutator = NextMutator; break; } } Super.Destroyed(); } function Mutate(string MutateString, PlayerController Sender) { if ( NextMutator != None ) NextMutator.Mutate(MutateString, Sender); } function ModifyLogin(out string Portal, out string Options) { if ( NextMutator != None ) NextMutator.ModifyLogin(Portal, Options); } //Notification that a player is exiting function NotifyLogout(Controller Exiting) { if (NextMutator != None) NextMutator.NotifyLogout(Exiting); } /* called by GameInfo.RestartPlayer() change the players jumpz, etc. here */ function ModifyPlayer(Pawn Other) { if ( NextMutator != None ) NextMutator.ModifyPlayer(Other); } /* return what should replace the default weapon mutators further down the list override earlier mutators */ function Class<Weapon> GetDefaultWeapon() { local Class<Weapon> W; if ( NextMutator != None ) { W = NextMutator.GetDefaultWeapon(); if ( W == None ) W = MyDefaultWeapon(); } else W = MyDefaultWeapon(); return W; } /* GetInventoryClass() return an inventory class - either the class specified by InventoryClassName, or a replacement. Called when spawning initial inventory for player */ function Class<Inventory> GetInventoryClass(string InventoryClassName) { InventoryClassName = GetInventoryClassOverride(InventoryClassName); return class<Inventory>(DynamicLoadObject(InventoryClassName, class'Class')); } /* GetInventoryClassOverride() return the string passed in, or a replacement class name string. */ function string GetInventoryClassOverride(string InventoryClassName) { // here, in mutator subclass, change InventoryClassName if desired. For example: // if ( InventoryClassName == "Weapons.DorkyDefaultWeapon" // InventoryClassName = "ModWeapons.SuperDisintegrator" if ( NextMutator != None ) return NextMutator.GetInventoryClassOverride(InventoryClassName); return InventoryClassName; } function class<Weapon> MyDefaultWeapon() { if ( (DefaultWeapon == None) && (DefaultWeaponName != "") ) DefaultWeapon = class<Weapon>(DynamicLoadObject(DefaultWeaponName, class'Class')); return DefaultWeapon; } function AddMutator(Mutator M) { if ( NextMutator == None ) NextMutator = M; else NextMutator.AddMutator(M); } 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; if (NextMutator != None) return NextMutator.NewRecommendCombo(ComboName, C); return ComboName; } /* ReplaceWith() Call this function to replace an actor Other with an actor of aClass. */ function bool ReplaceWith(actor Other, string aClassName) { local Actor A; local class<Actor> aClass; if ( aClassName == "" ) return true; aClass = class<Actor>(DynamicLoadObject(aClassName, class'Class')); if ( aClass != None ) A = Spawn(aClass,Other.Owner,Other.tag,Other.Location, Other.Rotation); if ( Other.IsA('Pickup') ) { if ( Pickup(Other).MyMarker != None ) { Pickup(Other).MyMarker.markedItem = Pickup(A); if ( Pickup(A) != None ) { Pickup(A).MyMarker = Pickup(Other).MyMarker; A.SetLocation(A.Location + (A.CollisionHeight - Other.CollisionHeight) * vect(0,0,1)); } Pickup(Other).MyMarker = None; } else if ( A.IsA('Pickup') ) Pickup(A).Respawntime = 0.0; } if ( A != None ) { A.event = Other.event; A.tag = Other.tag; return true; } return false; } /* Force game to always keep this actor, even if other mutators want to get rid of it */ function bool AlwaysKeep(Actor Other) { if ( NextMutator != None ) return ( NextMutator.AlwaysKeep(Other) ); return false; } function bool IsRelevant(Actor Other, out byte bSuperRelevant) { local bool bResult; bResult = CheckReplacement(Other, bSuperRelevant); if ( bResult && (NextMutator != None) ) bResult = NextMutator.IsRelevant(Other, bSuperRelevant); return bResult; } function bool CheckRelevance(Actor Other) { local bool bResult; local byte bSuperRelevant; if ( AlwaysKeep(Other) ) return true; // allow mutators to remove actors bResult = IsRelevant(Other, bSuperRelevant); return bResult; } function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { return true; } // // Called when a player sucessfully changes to a new class // function PlayerChangedClass(Controller aPlayer) { if ( NextMutator != None ) NextMutator.PlayerChangedClass(aPlayer); } // // server querying // function GetServerDetails( out GameInfo.ServerResponseLine ServerState ) { // append the mutator name. local int i; i = ServerState.ServerInfo.Length; ServerState.ServerInfo.Length = i+1; ServerState.ServerInfo[i].Key = "Mutator"; ServerState.ServerInfo[i].Value = GetHumanReadableName(); } function GetServerPlayers( out GameInfo.ServerResponseLine ServerState ) { } // jmw - Allow mod authors to hook in to the %X var parsing function string ParseChatPercVar(Controller Who, string Cmd) { if (NextMutator !=None) Cmd = NextMutator.ParseChatPercVar(Who,Cmd); return Cmd; } function MutatorFillPlayInfo(PlayInfo PlayInfo) { FillPlayInfo(PlayInfo); if (NextMutator != None) NextMutator.MutatorFillPlayInfo(PlayInfo); } event bool OverrideDownload( string PlayerIP, string PlayerID, string PlayerURL, out string RedirectURL ) { if( NextMutator != None ) return NextMutator.OverrideDownload( PlayerIP, PlayerID, PlayerURL, RedirectURL ); return true; } function ServerTraveling(string URL, bool bItems) { if (NextMutator != None) NextMutator.ServerTraveling(URL,bItems); } function bool CanEnterVehicle(Vehicle V, Pawn P) { if( NextMutator != None ) return NextMutator.CanEnterVehicle(V, P); return true; } function DriverEnteredVehicle(Vehicle V, Pawn P) { if( NextMutator != None ) NextMutator.DriverEnteredVehicle(V, P); } function bool CanLeaveVehicle(Vehicle V, Pawn P) { if( NextMutator != None ) return NextMutator.CanLeaveVehicle(V, P); return true; } function DriverLeftVehicle(Vehicle V, Pawn P) { if( NextMutator != None ) NextMutator.DriverLeftVehicle(V, P); } defaultproperties { IconMaterialName="MutatorArt.nosym" ConfigMenuClassName="" GroupName="" FriendlyName="" Description="" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |