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// ============================================================================
// Jailbreak
// Copyright 2002 by Mychaeel <mychaeel@planetjailbreak.com>
// $Id: Jailbreak.uc,v 1.160 2012-12-06 21:14:05 wormbo Exp $
//
// Jailbreak game type.
// ============================================================================


class Jailbreak extends xTeamGame
  notplaceable;


// ============================================================================
// Properties
// ============================================================================

var() const editconst string Build;


// ============================================================================
// Configuration
// ============================================================================

var config string Addons;

var config bool bEnableJailFights;
var config bool bEnableScreens;
var config bool bEnableSpectatorDeathCam;
var config bool bFavorHumansForArena;
var config bool bJailNewcomers;
var config bool bDisallowEscaping;
var config bool bReverseSwitchColors;
var config bool bEnableJBMapFixes;
var config bool bNoJailKill;
var config bool bUseLevelRecommendedMinPlayers;

var config bool bEnableWebScoreboard;
var config bool bEnableWebAdminExtension;

var config string WebScoreboardClass;
var config string WebScoreboardPath;


// ============================================================================
// Localization
// ============================================================================

var(LoadingHints) localized array<string> TextHintJailbreak;

var localized string TextDescriptionEnableJailFights;
var localized string TextDescriptionFavorHumansForArena;
var localized string TextDescriptionJailNewcomers;
var localized string TextDescriptionDisallowEscaping;
var localized string TextDescriptionEnableJBMapFixes;
var localized string TextDescriptionNoJailKill;
var localized string TextDescriptionUseLevelRecommendedMinPlayers;

var localized string TextWebAdminEnableJailFights;
var localized string TextWebAdminFavorHumansForArena;
var localized string TextWebAdminJailNewcomers;
var localized string TextWebAdminDisallowEscaping;
var localized string TextWebAdminEnableJBMapFixes;
var localized string TextWebAdminNoJailKill;
var localized string TextWebAdminUseLevelRecommendedMinPlayers;

var localized string TextWebAdminPrefixAddon;


// ============================================================================
// Properties
// ============================================================================

var(LoadingScreens) array<string> LoadingScreens;


// ============================================================================
// Variables
// ============================================================================

var private JBTagPlayer firstTagPlayerInactive;  // disconnected player chain

var private float TimeExecution;         // time for pending execution
var private float TimeRestart;           // time for pending round restart
var private JBInfoJail JailExecution;    // jail viewed during execution

var private float TimeEventFired;        // time of last fired singular event
var private array<name> ListEventFired;  // singular events fired this tick

var private float TimeReleaseMessagePlayed[2]; // time of last played release message

var private float DilationTimePrev;      // last synchronized time dilation

var transient CacheManager.MutatorRecord MutatorRecord;  // for web admin hack
var private transient JBTagPlayer TagPlayerRestart;  // player being restarted

var private bool bGiveTrans;

var bool bArenaMutatorActive; // add a shieldgun to a prisoner's inventory


// ============================================================================
// InitGame
//
// Initializes the game and interprets Jailbreak-specific parameters. Load
// JBToolbox2 and apply the MapFixes if wanted.
// ============================================================================

event InitGame(string Options, out string Error)
{
  local int iCharSeparator;
  local string OptionAddon;
  local string OptionJailFights;
  local string OptionFavorHumansForArena;
  local string OptionJailNewcomers;
  local string OptionDisallowEscaping;
  local string OptionEnableJBMapFixes;
  local string OptionNoJailKill;
  local string NameAddon;

  Super.InitGame(Options, Error);

  if (bUseLevelRecommendedMinPlayers && (Level.NetMode == NM_DedicatedServer || Level.NetMode == NM_ListenServer) && (BotMode & 12) == 4) {
    // force at least the minimum recommended player count, but without exceeding the maximum player count
    MinPlayers = Min(Max(MinPlayers, Level.IdealPlayerCountMin), MaxPlayers);
  }

  // Due to mapvote replacing ',' with '?' in the options,
  // the ?addon=... parameter also accepts '!' as separator.
  if (HasOption(Options, "Addon"))
         OptionAddon = Repl(ParseOption(Options, "Addon"), "!", ",");
    else OptionAddon = Addons;

  while (OptionAddon != "") {
    iCharSeparator = InStr(OptionAddon, ",");
    if (iCharSeparator < 0)
      iCharSeparator = Len(OptionAddon);

    NameAddon = Left(OptionAddon, iCharSeparator);
    OptionAddon = Mid(OptionAddon, iCharSeparator + 1);

  // To save space in the URL, add-on names don't need to be
  // fully qualified, if their class and package name are identical.
    if (InStr(NameAddon, ".") == -1)
      NameAddon $= "." $ NameAddon;

    Log("Add Jailbreak add-on" @ NameAddon);
    AddMutator(NameAddon, True);
  }

  OptionJailFights = ParseOption(Options, "JailFights");
  if (OptionJailFights != "")
    bEnableJailFights = bool(OptionJailFights);

  OptionFavorHumansForArena = ParseOption(Options, "FavorHumansForArena");
  if (OptionFavorHumansForArena != "")
    bFavorHumansForArena = bool(OptionFavorHumansForArena);

  OptionJailNewcomers = ParseOption(Options, "JailNewcomers");
  if (OptionJailNewcomers != "")
    bJailNewcomers = bool(OptionJailNewcomers);

  OptionDisallowEscaping = ParseOption(Options, "DisallowEscaping");
  if (OptionDisallowEscaping != "")
    bDisallowEscaping = bool(OptionDisallowEscaping);

  OptionEnableJBMapFixes = ParseOption(Options, "EnableJBMapFixes");
  if (OptionEnableJBMapFixes != "")
    bDisallowEscaping = bool(OptionEnableJBMapFixes);

  OptionNoJailKill = ParseOption(Options, "NoJailKill");
  if (OptionNoJailKill != "")
    bNoJailKill = bool(OptionNoJailKill);

  bForceRespawn    = True;
  bTeamScoreRounds = False;
  MaxLives         = 0;

  // Make sure this is available all the time,
  // because it's required for the login menu and map fixes.
  AddToPackageMap("JBToolbox2");

  // Spawn our map fixing info object.
  if (bEnableJBMapFixes)
    Spawn(class<Actor>(DynamicLoadObject("JBToolbox2.JBGameRulesMapFixes", class'Class')));
}


// ============================================================================
// AddMutator
//
// Loads and adds a mutator to the mutator list. Works like its inherited
// version, but checks whether the given mutator is loaded already first; by
// doing that it never happens that any of the default add-ons are loaded
// several times.
// ============================================================================

function AddMutator(string NameMutator, optional bool bUserAdded)
{
  local Mutator thisMutator;

  for (thisMutator = BaseMutator; thisMutator != None; thisMutator = thisMutator.NextMutator)
    if (string(thisMutator.Class) ~= NameMutator)
      return;

  Super.AddMutator(NameMutator, bUserAdded);
}


// ============================================================================
// WantsPickups
//
// Prevents bots from trying to pick up inventory when they're jailfighting.
// ============================================================================

function bool WantsPickups(Bot Bot)
{
  return !class'JBBotSquadJail'.static.IsPlayerFighting(Bot);
}


// ============================================================================
// GetLoadingHint
//
// Used to hook into the loading screen. Replaces the image there by one of
// our own loading images. Tries to use the image matching the loaded map. If
// the loaded map contains a MyLevel texture named LoadingScreen, uses that.
// ============================================================================

static function string GetLoadingHint(PlayerController PlayerController, string MapName, Color ColorHint)
{
  local int iLoadingScreen;
  local string NameLoadingScreen;
  local Material MaterialLoadingScreen;
  local UT2K4ServerLoading UT2K4ServerLoading;

  // look for full map name match
  for (iLoadingScreen = 0; iLoadingScreen < Default.LoadingScreens.Length; iLoadingScreen++) {
    NameLoadingScreen = GetItemName(Default.LoadingScreens[iLoadingScreen]);
    if (NameLoadingScreen            ~= Mid(MapName, 3) ||
       (NameLoadingScreen $ "-Gold") ~= Mid(MapName, 3)) {
      MaterialLoadingScreen = Material(DynamicLoadObject(Default.LoadingScreens[iLoadingScreen], Class'Material', False));
      break;
    }
  }

  // otherwise look for embedded loading screen
  if (MaterialLoadingScreen == None)
    MaterialLoadingScreen = Material(DynamicLoadObject(MapName $ ".LoadingScreen", Class'Material', True));

  // otherwise load random loading screen
  if (MaterialLoadingScreen == None) {
    iLoadingScreen = Rand(Default.LoadingScreens.Length);
    MaterialLoadingScreen = Material(DynamicLoadObject(Default.LoadingScreens[iLoadingScreen], Class'Material', False));
  }

  if (Texture(MaterialLoadingScreen) != None)
    Texture(MaterialLoadingScreen).LODSet = LODSET_Interface;

  foreach PlayerController.AllObjects(Class'UT2K4ServerLoading', UT2K4ServerLoading)
    DrawOpImage(UT2K4ServerLoading.Operations[0]).Image = MaterialLoadingScreen;

  return Super.GetLoadingHint(PlayerController, MapName, ColorHint);
}


// ============================================================================
// GetAllLoadHints
//
// Returns hints for this game type.
// ============================================================================

static function array<string> GetAllLoadHints(optional bool bThisClassOnly)
{
  local int iHint;
  local array<string> Hints;

  if (!bThisClassOnly || Default.TextHintJailbreak.Length == 0)
    Hints = Super.GetAllLoadHints();

  for (iHint = 0; iHint < Default.TextHintJailbreak.Length; iHint++)
    Hints[Hints.Length] = Default.TextHintJailbreak[iHint];

  return Hints;
}


// ============================================================================
// FillPlayInfo
//
// Returns at once without adding anything to the PlayInfo if called from the
// server browser as a workaround for people not being able to join games from
// other game types after selecting Jailbreak because the Jailbreak package is
// still loaded. Otherwise, adds Jailbreak-specific settings to the PlayInfo.
// ============================================================================

static function FillPlayInfo(PlayInfo PlayInfo)
{
  local UT2K4ServerBrowser UT2K4ServerBrowser;

  foreach Default.Class.AllObjects(Class'UT2K4ServerBrowser', UT2K4ServerBrowser)
    if (UT2K4ServerBrowser.FilterInfo == PlayInfo)
      return;  // ignore because called from server browser

  Super.FillPlayInfo(PlayInfo);

  PlayInfo.AddSetting(default.GameName, "bEnableJailFights",    default.TextWebAdminEnableJailFights,    0, 60, "Check");
  PlayInfo.AddSetting(default.GameName, "bFavorHumansForArena", default.TextWebAdminFavorHumansForArena, 0, 60, "Check");
  PlayInfo.AddSetting(default.GameName, "bJailNewcomers",       default.TextWebAdminJailNewcomers,       0, 60, "Check");
  PlayInfo.AddSetting(default.GameName, "bDisallowEscaping",    default.TextWebAdminDisallowEscaping,    0, 60, "Check");
  PlayInfo.AddSetting(default.GameName, "bEnableJBMapFixes",    default.TextWebAdminEnableJBMapFixes,    0, 60, "Check");
  PlayInfo.AddSetting(default.GameName, "bNoJailKill",          default.TextWebAdminNoJailKill,          0, 60, "Check");
  PlayInfo.AddSetting(default.GameName, "bUseLevelRecommendedMinPlayers", default.TextWebAdminUseLevelRecommendedMinPlayers, 0, 60, "Check",,, True); // multiplayer only!
}


// ============================================================================
// GetDescriptionText
//
// Returns hints for Jailbreak options. Also hooks the Add-Ons tab into the
// menu system.
// ============================================================================

static event string GetDescriptionText(string Property)
{
  Class'JBGUIHook'.Static.Hook();

  if (Property ~= "bEnableJailFights")    return Default.TextDescriptionEnableJailFights;
  if (Property ~= "bFavorHumansForArena") return Default.TextDescriptionFavorHumansForArena;
  if (Property ~= "bJailNewcomers")       return default.TextDescriptionJailNewcomers;
  if (Property ~= "bDisallowEscaping")    return default.TextDescriptionDisallowEscaping;
  if (Property ~= "bEnableJBMapFixes")    return default.TextDescriptionEnableJBMapFixes;
  if (Property ~= "bNoJailKill")          return default.TextDescriptionNoJailKill;
  if (Property ~= "bUseLevelRecommendedMinPlayers") return default.TextDescriptionUseLevelRecommendedMinPlayers;

  return Super.GetDescriptionText(Property);
}


// ============================================================================
// GetServerDetails
//
// Adds the Jailbreak build number and web scoreboard URL to server details.
// ============================================================================

function GetServerDetails(out ServerResponseLine ServerState)
{
  local int iServerInfo;
  local string WebScoreboardAddress;
  local WebApplication WebApplicationScoreboard;

  Super.GetServerDetails(ServerState);

  iServerInfo = ServerState.ServerInfo.Length;
  ServerState.ServerInfo.Insert(iServerInfo, 1);
  ServerState.ServerInfo[iServerInfo].Key = "Build";
  ServerState.ServerInfo[iServerInfo].Value = Build;

  foreach AllObjects(Class'WebApplication', WebApplicationScoreboard)
    if (string(WebApplicationScoreboard.Class) ~= WebScoreboardClass)
      break;

  if (WebApplicationScoreboard != None) {
    WebScoreboardAddress = Mid(WebApplicationScoreboard.WebServer.ServerURL, 7);
    if (Right(WebScoreboardAddress, 3) == ":80")
      WebScoreboardAddress = Left(WebScoreboardAddress, Len(WebScoreboardAddress) - 3);
    WebScoreboardAddress = WebScoreboardAddress $ WebScoreboardPath;

    iServerInfo = ServerState.ServerInfo.Length;
    ServerState.ServerInfo.Insert(iServerInfo, 1);
    ServerState.ServerInfo[iServerInfo].Key = "WebScoreboard";
    ServerState.ServerInfo[iServerInfo].Value = WebScoreboardAddress;
  }
}


// ============================================================================
// AcceptPlayInfoProperty
//
// Hides several properties from the web admin interface that don't apply for
// Jailbreak games.
// ============================================================================

static event bool AcceptPlayInfoProperty(string Property)
{
  if (Property ~= "MaxLives"         ||
      Property ~= "bForceRespawn"    ||
      Property ~= "bTeamScoreRounds")
    return False;

  return Super.AcceptPlayInfoProperty(Property);
}


// ============================================================================
// ReadAddonsForWebAdmin
//
// Reads the list of Jailbreak Add-Ons and adds them to the mutators list of
// the web admin interface.
// ============================================================================

function ReadAddonsForWebAdmin()
{
  local int iClassAddon;
  local int iInfoAddon;
  local string NameClassAddon;
  local Class<JBAddon> ClassAddon;
  local Mutator thisMutator;
  local UTServerAdmin UTServerAdmin;

  if (!bEnableWebAdminExtension)
    return;

  foreach AllObjects(Class'UTServerAdmin', UTServerAdmin)
    break;
  if (UTServerAdmin == None)
    return;  // web admin not running

  while (True) {
    NameClassAddon = GetNextInt("JBAddon", iClassAddon++);
    if (NameClassAddon == "")
      break;

    ClassAddon = Class<JBAddon>(DynamicLoadObject(NameClassAddon, Class'Class', True));
    if (ClassAddon == None ||
        ClassAddon.Default.FriendlyName == Class'JBAddon'.Default.FriendlyName)
      continue;

    // workaround for the MutatorRecord struct members being marked constant
    SetPropertyText("MutatorRecord", "("
      $ "ClassName"    $ "=\"" $ NameClassAddon                                            $ "\","
      $ "FriendlyName" $ "=\"" $ TextWebAdminPrefixAddon @ ClassAddon.Default.FriendlyName $ "\","
      $ "Description"  $ "=\"" $                           ClassAddon.Default.Description  $ "\","
      $ "GroupName"    $ "=\"" $                           ClassAddon.Default.GroupName    $ "\")");

    iInfoAddon = UTServerAdmin.AllMutators.Length;
    UTServerAdmin.AllMutators[iInfoAddon] = MutatorRecord;

    for (thisMutator = BaseMutator; thisMutator != None; thisMutator = thisMutator.NextMutator)
      if (thisMutator.bUserAdded &&
          thisMutator.Class == ClassAddon)
        UTServerAdmin.AIncMutators.Add(string(iInfoAddon), MutatorRecord.FriendlyName);

    UTServerAdmin.AExcMutators.Add(string(iInfoAddon), MutatorRecord.ClassName);
  }
  // reinitialize webadmin PlayInfo for default options query handler
  UTServerAdmin.SetGamePI("");
}


// ============================================================================
// SetupWebScoreboard
//
// Sets up the Jailbreak Web Scoreboard if the web server is running.
// ============================================================================

function SetupWebScoreboard()
{
  local int iWebApplication;
  local WebServer WebServer;
  local WebApplication WebApplicationScoreboard;
  local Class<WebApplication> ClassWebApplicationScoreboard;

  if (!bEnableWebScoreboard)
    return;

  foreach DynamicActors(Class'WebServer', WebServer)
    break;
  if (WebServer == None)
    return;  // web server not running

  for (iWebApplication = 0; iWebApplication < ArrayCount(WebServer.ApplicationObjects); iWebApplication++)
    if (WebServer.ApplicationObjects[iWebApplication] == None)
      break;

  if (iWebApplication >= ArrayCount(WebServer.ApplicationObjects))
    return;  // no empty application slot found

  ClassWebApplicationScoreboard = Class<WebApplication>(DynamicLoadObject(WebScoreboardClass, Class'Class', True));
  if (ClassWebApplicationScoreboard == None)
    return;

  WebApplicationScoreboard = new(None) ClassWebApplicationScoreboard;
  WebApplicationScoreboard.Level     = Level;
  WebApplicationScoreboard.WebServer = WebServer;
  WebApplicationScoreboard.Path      = WebScoreboardPath;
  WebApplicationScoreboard.Init();

  WebServer.ApplicationObjects[iWebApplication] = WebApplicationScoreboard;
  WebServer.ApplicationPaths  [iWebApplication] = WebScoreboardPath;
}


// ============================================================================
// PostBeginPlay
//
// Sets our own version of LoginMenuClass if the original is still used.
// Spawns JBTagTeam actors for both teams. Reads the add-on list for the web
// admin interface. Sets up the Jailbreak Web Scoreboard. Spawns JBMapFixes.
// Calls InitAddon for all already registered add-ons.
// ============================================================================

event PostBeginPlay()
{
  local Mutator thisMutator;

  Super.PostBeginPlay();

  if (LoginMenuClass == class'TeamGame'.default.LoginMenuClass)
    ResetConfig("LoginMenuClass");

  Class'JBTagTeam'.Static.SpawnFor(Teams[0]);
  Class'JBTagTeam'.Static.SpawnFor(Teams[1]);

  ReadAddonsForWebAdmin();
  SetupWebScoreboard();

  for (thisMutator = BaseMutator; thisMutator != None; thisMutator = thisMutator.NextMutator)
    if (JBAddon(thisMutator) != None)
      JBAddon(thisMutator).InitAddon();
}


// ============================================================================
// PostLogin
//
// Spawns a JBTagClient actor for every new client and registers new players.
// This must happen in PostLogin rather than implicitly by ChangeTeam since
// GetPlayerIDHash does not return the correct value prior to PostLogin.
// ============================================================================

event PostLogin(PlayerController PlayerControllerLogin)
{
  Class'JBTagClient'.Static.SpawnFor(PlayerControllerLogin);

  if (PlayerControllerLogin.PlayerReplicationInfo.Team != None)
    RegisterPlayer(PlayerControllerLogin);

  Super.PostLogin(PlayerControllerLogin);
}


// ============================================================================
// RegisterPlayer
//
// Registers the given player for active gameplay. Called whenever a player
// joins or switches teams or when a bot is spawned. Note that this function
// will be called more than once during the lifetime of a player.
// ============================================================================

function RegisterPlayer(Controller Controller)
{
  local JBTagPlayer thisTagPlayer;
  local JBTagPlayer TagPlayerRegistering;

  if (                                  PlayerController(Controller)  != None &&
      Class'JBTagClient'.Static.FindFor(PlayerController(Controller)) == None)
    return;  // player login not finished yet, waiting for PostLogin

  if (Class'JBTagPlayer'.Static.FindFor(Controller.PlayerReplicationInfo) != None)
    return;  // has been registered before already

  if (Controller                            != None &&
      Controller.PlayerReplicationInfo      != None &&
      Controller.PlayerReplicationInfo.Team != None) {

    for (thisTagPlayer = firstTagPlayerInactive; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag)
      if (thisTagPlayer.BelongsTo(Controller))
        break;

    if (thisTagPlayer != None) {
      TagPlayerRegistering = thisTagPlayer;

      if (firstTagPlayerInactive == TagPlayerRegistering)
        firstTagPlayerInactive = firstTagPlayerInactive.nextTag;
      else
        for (thisTagPlayer = firstTagPlayerInactive; thisTagPlayer.nextTag != None; thisTagPlayer = thisTagPlayer.nextTag)
          if (thisTagPlayer.nextTag == TagPlayerRegistering)
            thisTagPlayer.nextTag = TagPlayerRegistering.nextTag;

      TagPlayerRegistering.SetOwner(Controller.PlayerReplicationInfo);
      TagPlayerRegistering.Register();
    }
    else {
      Class'JBTagPlayer'.Static.SpawnFor(Controller.PlayerReplicationInfo);
    }
  }
}


// ============================================================================
// UnregisterPlayer
//
// Unregisters the given player from active gameplay; called both when leaving
// the game or switching to spectator mode.
// ============================================================================

function UnregisterPlayer(Controller Controller)
{
  local JBTagPlayer TagPlayerUnregistering;

  if (Controller.PlayerReplicationInfo != None)
    ReAssessTeam(Controller.PlayerReplicationInfo.Team);

  if (PlayerController(Controller) != None) {
    TagPlayerUnregistering = Class'JBTagPlayer'.Static.FindFor(Controller.PlayerReplicationInfo);

    if (TagPlayerUnregistering != None) {
      TagPlayerUnregistering.Unregister();
      TagPlayerUnregistering.nextTag = firstTagPlayerInactive;
      firstTagPlayerInactive = TagPlayerUnregistering;
    }
  }
  else {
    Class'JBTagPlayer'.Static.DestroyFor(Controller.PlayerReplicationInfo);
  }
}


// ============================================================================
// NeedPlayers
//
// Adds a bot when teams are not balanced even if the total number of players
// currently exceeds the minimum number normally filled up by bots.
// ============================================================================

function bool NeedPlayers()
{
  if (Super.NeedPlayers())
    return True;

  if (!bBalanceTeams || NumBots > 0 || NumPlayers <= 1 || NumPlayers % 2 == 0)
    return False;

  return (Abs(CountPlayersTotal(Teams[0]) -
              CountPlayersTotal(Teams[1])) == 1);
}


// ============================================================================
// TooManyBots
//
// Does not remove the last bot if teams are currently balanced.
// ============================================================================

function bool TooManyBots(Controller BotToRemove)
{
  if (Super.TooManyBots(BotToRemove))
    if (!bBalanceTeams || NumBots > 1)
      return True;
    else
      return (CountPlayersTotal(Teams[0]) !=
              CountPlayersTotal(Teams[1]));

  return False;
}


// ============================================================================
// SpawnBot
//
// Registers every bot as an active player and fills the OrderNames slots used
// for the custom team tactics submenu of the speech menu.
// ============================================================================

function Bot SpawnBot(optional string NameBot)
{
  local int iOrderNameTactics;
  local Bot BotSpawned;
  local JBGameReplicationInfo InfoGame;

  BotSpawned = Super.SpawnBot(NameBot);
  if (BotSpawned == None)
    return None;

  RegisterPlayer(BotSpawned);

  InfoGame = JBGameReplicationInfo(GameReplicationInfo);
  for (iOrderNameTactics = 0; iOrderNameTactics < ArrayCount(InfoGame.OrderNameTactics); iOrderNameTactics++)
    BotSpawned.OrderNames[InfoGame.OrderNameTactics[iOrderNameTactics].iOrderName] =
      InfoGame.OrderNameTactics[iOrderNameTactics].OrderName;

  return BotSpawned;
}


// ============================================================================
// InitPlacedBot
//
// Only gives actual bots a team, as opposed to other scripted controllers.
// ============================================================================

function InitPlacedBot(Controller Controller, RosterEntry RosterEntry)
{
  if (Bot(Controller) != None)
    Super.InitPlacedBot(Controller, RosterEntry);
}


// ============================================================================
// AllowBecomeActivePlayer
//
// Disallows the transition from spectator to active player at any time except
// before and during active gameplay.
// ============================================================================

function bool AllowBecomeActivePlayer(PlayerController PlayerController)
{
  if (!IsInState('PendingMatch') &&
      !IsInState('MatchInProgress'))
    return False;

  return Super.AllowBecomeActivePlayer(PlayerController);
}


// ============================================================================
// BecomeSpectator
//
// Unregisters the given player when they switch to spectator mode. Disallows
// this transition at any time except before and during active gameplay.
// ============================================================================

function bool BecomeSpectator(PlayerController PlayerController)
{
  if (!IsInState('PendingMatch') &&
      !IsInState('MatchInProgress')) {
    PlayerController.ReceiveLocalizedMessage(GameMessageClass, 12);
    return False;
  }

  if (!Super.BecomeSpectator(PlayerController))
    return False;

  UnregisterPlayer(PlayerController);
  return True;
}


// ============================================================================
// ChangeTeam
//
// Changes the given player's team. Reassesses both teams involved in the
// change if it is successful.
// ============================================================================

function bool ChangeTeam(Controller Controller, int iTeam, bool bNewTeam)
{
  local TeamInfo TeamBefore;

  if (Controller.PlayerReplicationInfo != None)
    TeamBefore = Controller.PlayerReplicationInfo.Team;

  if (Super.ChangeTeam(Controller, iTeam, bNewTeam)) {
    RegisterPlayer(Controller);
    ReAssessTeam(TeamBefore);
    ReAssessTeam(Controller.PlayerReplicationInfo.Team);
    return True;
  }

  return False;
}


// ============================================================================
// ReAssessTeam
//
// If all members of the given team are bots, sets its team tactics to auto.
// ============================================================================

function ReAssessTeam(TeamInfo Team)
{
  local Controller thisController;

  if (Team == None)
    return;

  for (thisController = Level.ControllerList; thisController != None; thisController = thisController.NextController)
    if (PlayerController(thisController)     != None &&
        thisController.PlayerReplicationInfo != None &&
        thisController.PlayerReplicationInfo.Team == Team)
      return;

  JBBotTeam(UnrealTeamInfo(Team).AI).SetTactics('Auto');
}


// ============================================================================
// SpawnWait
//
// Don't wait too long to respawn bots in jail if there are many bots.
// ============================================================================

function float SpawnWait(AIController B)
{
  if (B.PlayerReplicationInfo.bOutOfLives)
    return 999;
  return FRand() * Sqrt(NumBots);
}


// ============================================================================
// Logout
//
// Unregisters the exiting player from active gameplay and removes their
// JBTagClient actor if a human player is exiting the game.
// ============================================================================

function Logout(Controller ControllerExiting)
{
  UnregisterPlayer(ControllerExiting);

  if (PlayerController(ControllerExiting) != None)
    Class'JBTagClient'.Static.DestroyFor(PlayerController(ControllerExiting));

  Super.Logout(ControllerExiting);
}


// ============================================================================
// GetDefenderNum
//
// Hack fix to make VehicleTeam work in ASVehicleFactory. The other actors
// which use GetDefenderTeam still work too.
// ============================================================================

function int GetDefenderNum()
{
  return 1;
}


// ============================================================================
// GetFirstJBGameRules
//
// Finds the first JBGameRules actor in the GameRules chain. Returns None if
// none is found.
// ============================================================================

function JBGameRules GetFirstJBGameRules()
{
  local GameRules thisGameRules;

  for (thisGameRules = GameRulesModifiers; thisGameRules != None; thisGameRules = thisGameRules.NextGameRules)
    if (JBGameRules(thisGameRules) != None)
      return JBGameRules(thisGameRules);

  return None;
}


// ============================================================================
// FindPlayerStart
//
// Finds out where the restarted player should be spawned at and communicates
// it to the RatePlayerStart function.
// ============================================================================

function NavigationPoint FindPlayerStart(Controller Controller, optional byte iTeam, optional string Teleporter)
{
  if (Controller == None)
       TagPlayerRestart = None;
  else TagPlayerRestart = Class'JBTagPlayer'.Static.FindFor(Controller.PlayerReplicationInfo);

  return Super.FindPlayerStart(Controller, iTeam, Teleporter);
}


// ============================================================================
// RatePlayerStart
//
// Returns a negative value for all starts that are inappropriate for the
// given player's scheduled respawn area. Take Priority in account for jails.
// ============================================================================

function float RatePlayerStart(NavigationPoint NavigationPoint, byte iTeam, Controller Controller)
{
  local JBInfoJail Jail;
  local bool bContainedInJail;

  bContainedInJail = ContainsActorJail(NavigationPoint, Jail);

  if (TagPlayerRestart == None) {
    if (bContainedInJail || ContainsActorArena(NavigationPoint))
      return -20000000;  // prefer spawn-fragging over jail or arena
    else
      return Super.RatePlayerStart(NavigationPoint, iTeam, Controller);
  }
  if (TagPlayerRestart.IsStartValid(NavigationPoint)) {
    if (TagPlayerRestart.IsStartPreferred(NavigationPoint))
      return InternalRatePlayerStart(NavigationPoint, iTeam, Controller) + 10000000;

    // Prefer jails with a lower priority above those with a higher one.
    if (Jail != None)
      return InternalRatePlayerStart(NavigationPoint, iTeam, Controller) + Jail.RateJail();

    return InternalRatePlayerStart(NavigationPoint, iTeam, Controller);
  }

  return -20000000;  // prefer spawn-fragging over inappropriate start spots
}


// ============================================================================
// InternalRatePlayerStart
//
// Reimplementation of TeamGame's and DeathMatch's RatePlayerStart, that only
// reduces the rating of a spawn spot if nearby players are opponents.
// Additionally it also allows other navigation points as alternative spawn
// locations, if there's a PlayerStart of the corresponding team nearby.
// Assumes TagPlayerRestart being valid.
// ============================================================================

function float InternalRatePlayerStart(NavigationPoint N, byte Team, Controller Player)
{
  local PlayerStart P, O;
  local float Score, NextDist, BestDist;
  local Controller OtherPlayer;
  local GameObjective thisObjective;

  if (Player != None)
    Team = Player.GetTeamNum();

  Score = 3000 * FRand(); //randomize
  P = PlayerStart(N);
  if (P == None) {
    Score -= 2000000;

    // find nearby PlayerStart only for selected types of navigation points
    if (N.IsA('PathNode') && !N.IsA('HoverPathNode') && !N.IsA('FlyingPathNode') || N.IsA('JumpDest') && !N.IsA('GameObjective') || N.IsA('AssaultPath') || N.IsA('LiftExit') || N.IsA('AIMarker') || N.IsA('InventorySpot')) {
      foreach RadiusActors(class'PlayerStart', O, 1000, N.Location) {
        NextDist = VSize(O.Location - N.Location);
        if (O.TeamNumber == Team)
          Score -= 100 * Sqrt(VSize(N.Location - O.Location));
        else
          Score += 100 * Sqrt(VSize(N.Location - O.Location));
        if ((P == None || BestDist > NextDist) && TagPlayerRestart.IsStartValid(O)) {
          P = O;
          BestDist = NextDist;
        }
      }
      if (P != None && !ContainsActorJail(N)) {
        for (thisObjective = Teams[0].AI.Objectives; thisObjective != None; thisObjective = thisObjective.nextObjective) {
          if (thisObjective.DefenderTeamIndex == Team)
            Score -= 1000 * Sqrt(VSize(N.Location - thisObjective.Location));
          else
            Score += 1000 * Sqrt(VSize(N.Location - thisObjective.Location));
        }
      }
      if (InventorySpot(N) != None && InventorySpot(N).markedItem != None && !InventorySpot(N).markedItem.IsInState('Disabled'))
        Score -= 1000000;
    }
  }
  if (P == None || !P.bEnabled || N.PhysicsVolume.bWaterVolume)
    return Score-10000000;

  if (bSpawnInTeamArea && Team != P.TeamNumber)
    return Score-9000000;

  //assess candidate
  if (P.bPrimaryStart)
    Score += 10000000;
  else
    Score += 5000000;

  if (N == LastStartSpot || N == LastPlayerStartSpot)
    Score -= 10000.0;

  for (OtherPlayer = Level.ControllerList; OtherPlayer != None; OtherPlayer = OtherPlayer.NextController) {
    if (OtherPlayer.bIsPlayer && OtherPlayer.Pawn != None) {
      if (OtherPlayer.Pawn.Region.Zone == N.Region.Zone)
        Score -= 1500;

      NextDist = VSize(OtherPlayer.Pawn.Location - N.Location);
      if (NextDist < OtherPlayer.Pawn.CollisionRadius + OtherPlayer.Pawn.CollisionHeight)
        return -10000.0;
      else if (NextDist < 3000 && FastTrace(N.Location, OtherPlayer.Pawn.Location))
          Score -= (10000.0 - NextDist);
      else if (NumPlayers + NumBots == 2) {
        Score += 2 * VSize(OtherPlayer.Pawn.Location - N.Location);
        if (FastTrace(N.Location, OtherPlayer.Pawn.Location))
          Score -= 10000;
      }
    }
  }
  return FMax(Score, 5);
}



// ============================================================================
// SetPlayerDefaults
//
// Removes spawn protection for arena players.
// ============================================================================
function SetPlayerDefaults(Pawn PawnPlayer)
{
  local JBTagPlayer TagPlayer;

  TagPlayer = Class'JBTagPlayer'.Static.FindFor(PawnPlayer.PlayerReplicationInfo);

  if (TagPlayer != None &&
      TagPlayer.GetArenaPending() != None)
    PawnPlayer.DeactivateSpawnProtection();

  Super.SetPlayerDefaults(PawnPlayer);
}


// ============================================================================
// AddGameSpecificInventory
//
// Adds game-specific inventory. Skips the translocator if the player has
// restarted in jail. Note that this does not apply when the player has died
// in freedom and has just respawned in jail for the first time; this case is
// handled by JBTagPlayer.NotifyJailEntered.
// ============================================================================

function AddGameSpecificInventory(Pawn PawnPlayer)
{
  local JBTagPlayer TagPlayer;

  TagPlayer = Class'JBTagPlayer'.Static.FindFor(PawnPlayer.PlayerReplicationInfo);

  bGiveTrans = TagPlayer == None || !TagPlayer.IsInJail();

  Super.AddGameSpecificInventory(PawnPlayer);
}


// ============================================================================
// AllowTransloc
//
// Returns False if the translocator shouldn't be given to the player.
// ============================================================================

function bool AllowTransloc()
{
  return bGiveTrans && Super.AllowTransloc();
}


// ============================================================================
// PickupQuery
//
// Prevents arena combatants from picking up adrenaline.
// ============================================================================

function bool PickupQuery(Pawn PawnPlayer, Pickup Pickup)
{
  local JBTagPlayer TagPlayer;

  if (AdrenalinePickup(Pickup) != None) {
    TagPlayer = Class'JBTagPlayer'.Static.FindFor(PawnPlayer.PlayerReplicationInfo);
    if (TagPlayer != None &&
        TagPlayer.IsInArena())
      return False;
  }

  return Super.PickupQuery(PawnPlayer, Pickup);
}


// ============================================================================
// ReduceDamage
//
// Applies several rules on who may inflict damage on whom:
//
//   * Players in an arena cannot be damaged by anyone except themselves and
//     their opponents.
//
//   * Players in jail can damage anybody, but not players in the same jail
//     unless they both are currently engaged in a jail fight. In that case
//     they get full damage regardless of current friendly fire settings.
//
// ============================================================================

function int ReduceDamage(int Damage, Pawn PawnVictim, Pawn PawnInstigator, vector LocationHit, out vector MomentumHit,
                          Class<DamageType> ClassDamageType) {

  local JBTagPlayer TagPlayerInstigator;
  local JBTagPlayer TagPlayerVictim;
  local xPawn       xPawnVictim;

  // No instigator or himself.
  if (PawnInstigator == None ||
      PawnInstigator.Controller == PawnVictim.Controller)
    return Super.ReduceDamage(Damage, PawnVictim, PawnInstigator, LocationHit, MomentumHit, ClassDamageType);

  TagPlayerInstigator = Class'JBTagPlayer'.Static.FindFor(PawnInstigator.PlayerReplicationInfo);
  TagPlayerVictim     = Class'JBTagPlayer'.Static.FindFor(PawnVictim    .PlayerReplicationInfo);

  // No tag found for the instigator or the victim.
  if (TagPlayerInstigator == None ||
      TagPlayerVictim     == None)
    return Super.ReduceDamage(Damage, PawnVictim, PawnInstigator, LocationHit, MomentumHit, ClassDamageType);

  // Arena players only receive damage from players from the same arena.
  if (TagPlayerVictim.GetArena() != TagPlayerInstigator.GetArena()) {
    MomentumHit = vect(0,0,0);
    return 0;
  }

  // Concerns jail fighting.
  if (TagPlayerVictim.IsInJail() &&
      TagPlayerVictim.GetJail() == TagPlayerInstigator.GetJail() &&
     !TagPlayerVictim.GetJail().IsReleaseActive(PawnVictim.PlayerReplicationInfo.Team))
    if (bEnableJailFights && !PawnVictim.Controller.bGodMode &&
        Class'JBBotSquadJail'.Static.IsPlayerFighting(TagPlayerInstigator.GetController(), True) &&
        Class'JBBotSquadJail'.Static.IsPlayerFighting(TagPlayerVictim    .GetController(), True))
      return Damage;
    else {
      MomentumHit = vect(0,0,0);
      return 0;
    }

  // NoJailKill implementation - Nullify damage and momentum.
  if (Jailbreak(Level.Game).bNoJailKill &&
      TagPlayerInstigator.IsInJail()) {
    MomentumHit = vect(0,0,0);

    // Visual feedback: the victim lights up.
    xPawnVictim = xPawn(PawnVictim);
    PawnVictim.PlaySound(Sound'WeaponSounds.BaseImpactAndExplosions.BShieldReflection', SLOT_Pain, TransientSoundVolume*2,, 400);

    switch (xPawnVictim.PlayerReplicationInfo.Team.TeamIndex) {
      case 0: xPawnVictim.SetOverlayMaterial(Shader'XGameShaders.PlayerShaders.PlayerTransRed', xPawnVictim.ShieldHitMatTime, False); break;
      case 1: xPawnVictim.SetOverlayMaterial(Shader'XGameShaders.PlayerShaders.PlayerTrans'   , xPawnVictim.ShieldHitMatTime, False); break;
    }

    return 0;
  }

  return Super.ReduceDamage(Damage, PawnVictim, PawnInstigator, LocationHit, MomentumHit, ClassDamageType);
}


// ============================================================================
// PreventDeath
//
// Removes the killed player's weapon if the player was killed in jail or in
// an arena fight. Prevents that the weapon is auto-tossed around.
// ============================================================================

function bool PreventDeath(Pawn PawnVictim, Controller ControllerKiller, Class<DamageType> ClassDamageType, vector LocationHit)
{
  local JBTagPlayer TagPlayerVictim;

  if (Super.PreventDeath(PawnVictim, ControllerKiller, ClassDamageType, LocationHit))
    return True;

  TagPlayerVictim = Class'JBTagPlayer'.Static.FindFor(PawnVictim.PlayerReplicationInfo);
  if (TagPlayerVictim != None &&
     !TagPlayerVictim.IsFree())
    PawnVictim.Weapon = None;

  return False;
}


// ============================================================================
// Killed
//
// Sets the killed player's restart time with a short delay for effect. If the
// victim was killed in jail, forwards further handling to a special function
// instead of the default handling.
// ============================================================================

function Killed(Controller ControllerKiller, Controller ControllerVictim, Pawn PawnVictim,
                Class<DamageType> ClassDamageType) {

  local JBTagPlayer TagPlayerVictim;

  if (ControllerVictim != None)
    TagPlayerVictim = Class'JBTagPlayer'.Static.FindFor(ControllerVictim.PlayerReplicationInfo);

  if (TagPlayerVictim != None &&
      TagPlayerVictim.IsInJail()) {
    KilledInJail(ControllerKiller, ControllerVictim, PawnVictim, ClassDamageType);
    return;
  }

  if (TagPlayerVictim != None)
    TagPlayerVictim.TimeRestart = Level.TimeSeconds + 2.0;

  Super.Killed(ControllerKiller, ControllerVictim, PawnVictim, ClassDamageType);
}


// ============================================================================
// KilledInJail
//
// Called when a player is killed in jail. Unlike the normal Killed event,
// skips all statistics and spree logging and does not award adrenaline.
// ============================================================================

function KilledInJail(Controller ControllerKiller, Controller ControllerVictim, Pawn PawnVictim,
                      Class<DamageType> ClassDamageType) {

  local bool bEnemyKill;

  if (ControllerKiller != None &&
      UnrealPlayer(ControllerKiller) != None) {
    bEnemyKill = ControllerKiller.GetTeamNum() != ControllerVictim.GetTeamNum() ||
                 Class'JBBotSquadJail'.Static.IsPlayerFighting(ControllerKiller, True);
    UnrealPlayer(ControllerKiller).LogMultiKills(0, bEnemyKill);
  }

  BroadcastDeathMessage(ControllerKiller, ControllerVictim, ClassDamageType);

  if (ControllerVictim != None)
    ScoreKill(ControllerKiller, ControllerVictim);

  DiscardInventory(PawnVictim);
  NotifyKilled(ControllerKiller, ControllerVictim, PawnVictim);
}


// ============================================================================
// ScoreKill
//
// Translates kills into ScorePlayer calls according to Jailbreak rules.
// ============================================================================

function ScoreKill(Controller ControllerKiller, Controller ControllerVictim)
{
  local float DistanceRelease;
  local float DistanceReleaseMin;
  local TeamInfo TeamKiller;
  local TeamInfo TeamVictim;
  local JBTagObjective firstTagObjective;
  local JBTagObjective thisTagObjective;
  local JBTagPlayer TagPlayerVictim;

  if (GameRulesModifiers != None)
    GameRulesModifiers.ScoreKill(ControllerKiller, ControllerVictim);

  ScoreKillAdjust(ControllerKiller, ControllerVictim);
  ScoreKillTaunt (ControllerKiller, ControllerVictim);

  TagPlayerVictim = Class'JBTagPlayer'.Static.FindFor(ControllerVictim.PlayerReplicationInfo);
  if (TagPlayerVictim == None ||
      TagPlayerVictim.IsInJail())
    return;

  if (ControllerKiller == None ||
      ControllerKiller == ControllerVictim)
    ScorePlayer(ControllerVictim, 'Suicide');

  else if (SameTeam(ControllerKiller, ControllerVictim))
    ScorePlayer(ControllerKiller, 'Teamkill');

  else if (TagPlayerVictim != None &&
           TagPlayerVictim.IsInArena())
    ScorePlayer(ControllerKiller, 'ArenaAttack');

  else {
    TeamKiller = ControllerKiller.PlayerReplicationInfo.Team;
    TeamVictim = ControllerVictim.PlayerReplicationInfo.Team;

    DistanceReleaseMin = -1.0;

    firstTagObjective = JBGameReplicationInfo(GameReplicationInfo).firstTagObjective;
    for (thisTagObjective = firstTagObjective; thisTagObjective != None; thisTagObjective = thisTagObjective.nextTag)
      if (thisTagObjective.GetObjective().DefenderTeamIndex == TeamKiller.TeamIndex) {
        DistanceRelease = VSize(thisTagObjective.GetObjective().Location - ControllerVictim.Pawn.Location);
        if (DistanceReleaseMin < 0.0 ||
            DistanceReleaseMin > DistanceRelease)
          DistanceReleaseMin = DistanceRelease;
      }

    if (DistanceReleaseMin > 0.0) {
      if (DistanceReleaseMin < 1024.0)
             ScorePlayer(ControllerKiller, 'Defense');
        else ScorePlayer(ControllerKiller, 'Attack');

      if (DistanceReleaseMin < 512.0 &&
          CountPlayersFree(TeamVictim) == 1 &&
          !IsReleaseActive(TeamVictim))
        BroadcastLocalizedMessage(MessageClass, 700);
    }

    ControllerKiller.PlayerReplicationInfo.Kills += 1;
  }
}


// ============================================================================
// ScoreKillAdjust
//
// Performs bot skill adjustments as implemented in ScoreKill in DeathMatch.
// ============================================================================

function ScoreKillAdjust(Controller ControllerKiller, Controller ControllerVictim)
{
  if (bAdjustSkill) {
    if (AIController(ControllerKiller) != None && PlayerController(ControllerVictim) != None)
      AdjustSkill(AIController(ControllerKiller), PlayerController(ControllerVictim), True);
    if (AIController(ControllerVictim) != None && PlayerController(ControllerKiller) != None)
      AdjustSkill(AIController(ControllerVictim), PlayerController(ControllerKiller), False);
  }
}


// ============================================================================
// ScoreKillTaunt
//
// Performs auto-taunts as implemented in ScoreKill in DeathMatch.
// ============================================================================

function ScoreKillTaunt(Controller ControllerKiller, Controller ControllerVictim)
{
  local bool bNoHumanOnly;

  if (bAllowTaunts &&
      ControllerKiller != None &&
      ControllerKiller.PlayerReplicationInfo != None && // don't try to taunt for sentinels.
      ControllerKiller != ControllerVictim &&
      SameTeam(ControllerKiller, ControllerVictim) &&
      ControllerKiller.AutoTaunt() &&
      ControllerKiller.PlayerReplicationInfo.VoiceType != None) {

    bNoHumanOnly = PlayerController(ControllerKiller) == None;

    ControllerKiller.SendMessage(
      ControllerVictim.PlayerReplicationInfo, 'AutoTaunt',
      ControllerKiller.PlayerReplicationInfo.VoiceType.Static.PickRandomTauntFor(ControllerKiller, False, bNoHumanOnly),
      10, 'Global');
  }
}


// ============================================================================
// ScorePlayer
//
// Adds points to the given player's score according to the given game event.
// ============================================================================

function ScorePlayer(Controller Controller, name Event)
{
  local JBTagPlayer TagPlayer;

  TagPlayer = Class'JBTagPlayer'.Static.FindFor(Controller.PlayerReplicationInfo);
  if (TagPlayer == None)
    return;

  switch (Event) {
    case 'Suicide':       ScoreObjective(Controller.PlayerReplicationInfo, -1);  break;
    case 'Teamkill':      ScoreObjective(Controller.PlayerReplicationInfo, -1);  break;
    case 'Attack':        ScoreObjective(Controller.PlayerReplicationInfo, +1);  TagPlayer.ScorePartialAttack  += 1;  break;
    case 'Defense':       ScoreObjective(Controller.PlayerReplicationInfo, +2);  TagPlayer.ScorePartialDefense += 1;  break;
    case 'Release':       ScoreObjective(Controller.PlayerReplicationInfo, +1);  TagPlayer.ScorePartialRelease += 1;  break;
    case 'Capture':       ScoreObjective(Controller.PlayerReplicationInfo, +1);  break;
    case 'ArenaAttack':   ScoreObjective(Controller.PlayerReplicationInfo, +2);  break;
  }

  switch (Event) {
    case 'Defense':       Controller.AwardAdrenaline(ADR_MinorBonus);  break;
    case 'Release':       Controller.AwardAdrenaline(ADR_MinorBonus);  break;
    case 'ArenaVictory':  Controller.AwardAdrenaline(ADR_MinorBonus);  break;
  }
}


// ============================================================================
// BroadcastDeathMessage
//
// Broadcasts death messages concerning suicides or kills in jail only to all
// jailed players of that team.
// ============================================================================

function BroadcastDeathMessage(Controller ControllerKiller, Controller ControllerVictim, Class<DamageType> DamageType)
{
  local int SwitchMessage;
  local JBTagPlayer firstTagPlayer;
  local JBTagPlayer thisTagPlayer;
  local JBTagPlayer TagPlayerKiller;
  local JBTagPlayer TagPlayerVictim;
  local PlayerReplicationInfo PlayerReplicationInfoKiller;
  local PlayerReplicationInfo PlayerReplicationInfoVictim;

  if (ControllerKiller != None)
    TagPlayerKiller = Class'JBTagPlayer'.Static.FindFor(ControllerKiller.PlayerReplicationInfo);
  TagPlayerVictim = Class'JBTagPlayer'.Static.FindFor(ControllerVictim.PlayerReplicationInfo);

  if (TagPlayerVictim != None &&
      TagPlayerVictim.IsInJail() &&
      (TagPlayerKiller == None ||
       TagPlayerKiller.IsInJail())) {

    if (ControllerKiller != None)
      PlayerReplicationInfoKiller = ControllerKiller.PlayerReplicationInfo;
    PlayerReplicationInfoVictim = ControllerVictim.PlayerReplicationInfo;

    if (ControllerKiller == None ||
        ControllerKiller == ControllerVictim)
           SwitchMessage = 1;  // suicide
      else SwitchMessage = 0;  // homicide

    firstTagPlayer = JBGameReplicationInfo(GameReplicationInfo).firstTagPlayer;
    for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag)
      if (thisTagPlayer.GetJail() == TagPlayerVictim.GetJail() &&
          PlayerController(thisTagPlayer.GetController()) != None)
        BroadcastHandler.BroadcastLocalized(
          Self,
          PlayerController(thisTagPlayer.GetController()),
          DeathMessageClass,
          SwitchMessage,
          PlayerReplicationInfoKiller,
          PlayerReplicationInfoVictim,
          DamageType);
  }

  else {
    Super.BroadcastDeathMessage(ControllerKiller, ControllerVictim, DamageType);
  }
}


// ============================================================================
// BroadcastLocalizedMessage
//
// Broadcasts a localized message to all players. makes a check in addons to
// see if they have any objections against particular message being displayed
// ============================================================================

event BroadcastLocalizedMessage( class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
  local JBGameRules firstJBGameRules;

  firstJBGameRules = Jailbreak(Level.Game).GetFirstJBGameRules();
  if (firstJBGameRules != None &&
     !firstJBGameRules.CanBroadcast(MessageClass, switch, RelatedPRI_1, RelatedPRI_2, OptionalObject))
    return;

  Level.Game.BroadcastLocalized( self, MessageClass, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
}


// ============================================================================
// DriverEnteredVehicle
//
// Called when a player enters a vehicle. Sets the view target of all other
// players currently spectating this player to the vehicle.
// ============================================================================

function DriverEnteredVehicle(Vehicle Vehicle, Pawn PawnDriver)
{
  local Controller thisController;

  for (thisController = Level.ControllerList; thisController != None; thisController = thisController.nextController)
    if (PlayerController(thisController)            != None    &&
        PlayerController(thisController).Pawn       != Vehicle &&
        PlayerController(thisController).ViewTarget == PawnDriver) {

      PlayerController(thisController).      SetViewTarget(Vehicle);
      PlayerController(thisController).ClientSetViewTarget(Vehicle);
    }

  Super.DriverEnteredVehicle(Vehicle, PawnDriver);
}


// ============================================================================
// DriverLeftVehicle
//
// Called when a player leaves a vehicle. Sets the view target of all other
// players currently spectating the vehicle to the player.
// ============================================================================

function DriverLeftVehicle(Vehicle Vehicle, Pawn PawnDriver)
{
  local Controller thisController;

  for (thisController = Level.ControllerList; thisController != None; thisController = thisController.nextController)
    if (PlayerController(thisController)            != None       &&
        PlayerController(thisController).Pawn       != PawnDriver &&
        PlayerController(thisController).ViewTarget == Vehicle) {

      PlayerController(thisController).      SetViewTarget(PawnDriver);
      PlayerController(thisController).ClientSetViewTarget(PawnDriver);
    }

  Super.DriverLeftVehicle(Vehicle, PawnDriver);
}


// ============================================================================
// CanSpectate
//
// Checks and returns whether the given player can spectate from the given new
// view target. Only allows players to spectate other actual players.
// ============================================================================

function bool CanSpectate(PlayerController PlayerViewer, bool bOnlySpectator, Actor ViewTarget)
{
  if (Pawn(ViewTarget) != None &&
      Class'JBTagPlayer'.Static.FindFor(Pawn(ViewTarget).PlayerReplicationInfo) == None)
    return False;

  return Super.CanSpectate(PlayerViewer, bOnlySpectator, ViewTarget);
}


// ============================================================================
// CanFireEvent
//
// Checks whether the given event has been fired already within this tick and
// returns True if not, False otherwise. Thus makes sure that certain events
// are only fired once per tick.
// ============================================================================

function bool CanFireEvent(name EventFire, optional bool bFire)
{
  local int iEventFired;

  if (TimeEventFired < Level.TimeSeconds)
    ListEventFired.Length = 0;

  for (iEventFired = 0; iEventFired < ListEventFired.Length; iEventFired++)
    if (ListEventFired[iEventFired] == EventFire)
      return False;

  if (bFire) {
    ListEventFired[ListEventFired.Length] = EventFire;
    TimeEventFired = Level.TimeSeconds;
  }

  return True;
}


// ============================================================================
// CanPlayReleaseMessage
//
// Returns true if the release message for the specified team has already been
// played within this tick.
// ============================================================================

function bool CanPlayReleaseMessage(int TeamIndex)
{
    return TimeReleaseMessagePlayed[TeamIndex] < Level.TimeSeconds;
}


// ============================================================================
// PlayingReleaseMessage
//
// Sets the tick in which the release message for the specified team was played
// ============================================================================

function PlayingReleaseMessage(int TeamIndex)
{
  TimeReleaseMessagePlayed[TeamIndex] = Level.TimeSeconds;
}


// ============================================================================
// ContainsActorJail
//
// Iterates over all jails and returns whether one of them contains the given
// actor (and optionally which of them).
// ============================================================================

function bool ContainsActorJail(Actor Actor, optional out JBInfoJail Jail)
{
  local JBInfoJail firstJail;

  firstJail = JBGameReplicationInfo(GameReplicationInfo).firstJail;
  for (Jail = firstJail; Jail != None; Jail = Jail.nextJail)
    if (Jail.ContainsActor(Actor))
      return True;

  return False;
}


// ============================================================================
// ContainsActorArena
//
// Iterates over all arenas and returns whether one of them contains the given
// actor (and optionally which of them).
// ============================================================================

function bool ContainsActorArena(Actor Actor, optional out JBInfoArena Arena)
{
  local JBInfoArena firstArena;

  firstArena = JBGameReplicationInfo(GameReplicationInfo).firstArena;
  for (Arena = firstArena; Arena != None; Arena = Arena.nextArena)
    if (Arena.ContainsActor(Actor))
      return True;

  return False;
}


// ============================================================================
// CountPlayersFree
// CountPlayersJailed
// CountPlayersArena
// CountPlayersTotal
//
// Forwarded to the corresponding functions in JBTagTeam.
// ============================================================================

function int CountPlayersFree  (TeamInfo Team) { return Class'JBTagTeam'.Static.FindFor(Team).CountPlayersFree  (); }
function int CountPlayersJailed(TeamInfo Team) { return Class'JBTagTeam'.Static.FindFor(Team).CountPlayersJailed(); }
function int CountPlayersArena (TeamInfo Team) { return Class'JBTagTeam'.Static.FindFor(Team).CountPlayersArena (); }
function int CountPlayersTotal (TeamInfo Team) { return Class'JBTagTeam'.Static.FindFor(Team).CountPlayersTotal (); }


// ============================================================================
// IsCaptured
//
// Returns whether the given team has been captured.
// ============================================================================

function bool IsCaptured(TeamInfo Team)
{
  if (CountPlayersTotal(Team) == 0)
    return False;

  return CountPlayersJailed(Team) == CountPlayersTotal(Team);
}


// ============================================================================
// FindJailExecution
//
// Finds the jail which contains most players from the executed team. Used to
// select which camera array to activate for the execution sequence.
// ============================================================================

function JBInfoJail FindJailExecution(TeamInfo TeamExecuted)
{
  local int nPlayersJailed;
  local int nPlayersJailedBest;
  local JBInfoJail firstJail;
  local JBInfoJail thisJail;
  local JBInfoJail JailBest;

  firstJail = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstJail;
  for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail) {
    nPlayersJailed = thisJail.CountPlayers(TeamExecuted);
    if (JailBest == None || nPlayersJailed > nPlayersJailedBest) {
      JailBest = thisJail;
      nPlayersJailedBest = nPlayersJailed;
    }
  }

  return JailBest;
}


// ============================================================================
// RestartAll
//
// Restarts all players in freedom.
// ============================================================================

function RestartAll()
{
  local JBTagPlayer firstTagPlayer;
  local JBTagPlayer thisTagPlayer;
  local JBTagPlayer nextTagPlayer;

  firstTagPlayer = JBGameReplicationInfo(GameReplicationInfo).firstTagPlayer;
  for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = nextTagPlayer) {
    nextTagPlayer = thisTagPlayer.nextTag;
    thisTagPlayer.RestartInFreedom();
  }
}


// ============================================================================
// RestartTeam
//
// Restarts all players of the given team in freedom.
// ============================================================================

function RestartTeam(TeamInfo Team)
{
  local JBTagPlayer firstTagPlayer;
  local JBTagPlayer thisTagPlayer;
  local JBTagPlayer nextTagPlayer;

  firstTagPlayer = JBGameReplicationInfo(GameReplicationInfo).firstTagPlayer;
  for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = nextTagPlayer) {
    nextTagPlayer = thisTagPlayer.nextTag;
    if (thisTagPlayer.GetTeam() == Team)
      thisTagPlayer.RestartInFreedom();
  }
}


// ============================================================================
// RestartPlayers
//
// Restarts only free or non-free players in freedom.
// ============================================================================

function RestartPlayers(bool bFree)
{
  local JBTagPlayer firstTagPlayer;
  local JBTagPlayer thisTagPlayer;
  local JBTagPlayer nextTagPlayer;

  firstTagPlayer = JBGameReplicationInfo(GameReplicationInfo).firstTagPlayer;
  for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = nextTagPlayer) {
    nextTagPlayer = thisTagPlayer.nextTag;
    if (bFree == thisTagPlayer.IsFree())
      thisTagPlayer.RestartInFreedom();
  }
}


// ============================================================================
// GetDefaultPlayerClass
//
// Unlike the inherited method, returns the default Pawn class for the given
// controller rather than the DefaultPlayerClassName class. Serves only to
// avoid log messages that say that abstract Pawn cannot be spawned.
// ============================================================================

function Class<Pawn> GetDefaultPlayerClass(Controller Controller)
{
  local Class<Pawn> ClassPawn;

  ClassPawn = Super.GetDefaultPlayerClass(Controller);

  if (ClassPawn == Class'Pawn' && Controller.PawnClass != None)
    return Controller.PawnClass;

  return ClassPawn;
}


// ============================================================================
// IsReleaseActive
//
// Checks whether a release is active for the given team.
// ============================================================================

function bool IsReleaseActive(TeamInfo Team)
{
  local JBInfoJail firstJail;
  local JBInfoJail thisJail;

  firstJail = JBGameReplicationInfo(GameReplicationInfo).firstJail;
  for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail)
    if (thisJail.IsReleaseActive(Team))
      return True;

  return False;
}


// ============================================================================
// ExecutionInit
//
// Checks how many teams are captured. If none, fails. If more than one,
// announces a tie and starts a new round. If exactly one, commits execution.
// Can only be called in the default state.
// ============================================================================

function bool ExecutionInit()
{
  local bool bFoundCaptured;
  local int iTeam;
  local TeamInfo Team;
  local TeamInfo TeamCaptured;

  if (IsInState('MatchInProgress')) {
    for (iTeam = 0; iTeam < ArrayCount(Teams); iTeam++) {
      Team = Teams[iTeam];
      if (!IsCaptured(Team))
        continue;

      if (bFoundCaptured) {
        RestartAll();
        BroadcastLocalizedMessage(MessageClass, 300);
        JBGameReplicationInfo(GameReplicationInfo).AddCapture(ElapsedTime, None);
        return False;
      }

      bFoundCaptured = True;
      TeamCaptured = Team;
    }

    if (!bFoundCaptured || IsReleaseActive(TeamCaptured) || CountPlayersArena(OtherTeam(TeamCaptured)) > 0)
      return False;

    ExecutionCommit(TeamCaptured);
    return True;
  }

  else {
    Log("Warning: Cannot initiate execution while in state" @ GetStateName());
    return False;
  }
}


// ============================================================================
// ExecutionCommit
//
// Prepares and commits a team's execution. Selects a jail to view during the
// execution sequence, deactivates all camera and third-person views, respawns
// all other players, scores and announces the capture.
// ============================================================================

function ExecutionCommit(TeamInfo TeamExecuted)
{
  local Controller thisController;
  local JBInfoJail firstJail;
  local JBInfoJail thisJail;
  local JBGameRules firstJBGameRules;
  local TeamInfo TeamCapturer;
  local JBTagPlayer firstTagPlayer;
  local JBTagPlayer thisTagPlayer;


  if (IsInState('MatchInProgress')) {
    GotoState('Executing');

    firstTagPlayer = JBGameReplicationInfo(GameReplicationInfo).firstTagPlayer;
    for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag)
      if (thisTagPlayer.GetTeam() != TeamExecuted)
        thisTagPlayer.SaveSpree();

    BroadcastLocalizedMessage(MessageClass, 100, , , TeamExecuted);
    JBGameReplicationInfo(GameReplicationInfo).AddCapture(ElapsedTime, TeamExecuted);

    for (thisController = Level.ControllerList; thisController != None; thisController = thisController.NextController)
      if (thisController.PlayerReplicationInfo != None &&
          thisController.PlayerReplicationInfo.Team != TeamExecuted)
        ScorePlayer(thisController, 'Capture');

    for (thisController = Level.ControllerList; thisController != None; thisController = thisController.NextController)
      if (PlayerController(thisController) != None)
        ResetViewTarget(PlayerController(thisController));

    JailExecution = FindJailExecution(TeamExecuted);

    if (bEnableSpectatorDeathCam)
      for (thisController = Level.ControllerList; thisController != None; thisController = thisController.NextController)
        if (thisController.PlayerReplicationInfo != None &&
            thisController.PlayerReplicationInfo.bOnlySpectator)
          JailExecution.ActivateCameraFor(thisController);

    TeamCapturer = OtherTeam(TeamExecuted);
    TeamCapturer.Score += 1;
    RestartTeam(TeamCapturer);

    firstJail = JBGameReplicationInfo(GameReplicationInfo).firstJail;
    for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail)
      thisJail.ExecutionInit();

    firstJBGameRules = GetFirstJBGameRules();
    if (firstJBGameRules != None)
      firstJBGameRules.NotifyExecutionCommit(TeamExecuted);

    if (GameStats != None){
      if (TeamExecuted.TeamIndex == 0)
        GameStats.TeamScoreEvent(1,1,"round_win");
      else if (TeamExecuted.TeamIndex == 1)
        GameStats.TeamScoreEvent(0,1,"round_win");
    }
  }

  else {
    Log("Warning: Cannot commit execution while in state" @ GetStateName());
  }
}


// ============================================================================
// ExecutionEnd
//
// Goes to the default state and restarts all players in the game in freedom.
// Can only be called in state Executing.
// ============================================================================

function ExecutionEnd()
{
  local Controller thisController;
  local JBInfoJail firstJail;
  local JBInfoJail thisJail;
  local JBGameRules firstJBGameRules;

  if (IsInState('Executing')) {
    firstJail = JBGameReplicationInfo(GameReplicationInfo).firstJail;
    for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail) {
      if (thisJail.IsInState('ExecutionStarting'))
        thisJail.GotoState('ExecutionFallback');
      thisJail.ExecutionEnd();
    }

    firstJBGameRules = GetFirstJBGameRules();
    if (firstJBGameRules != None)
      firstJBGameRules.NotifyExecutionEnd();

    GotoState('MatchInProgress');
    RestartAll();

    if (bEnableSpectatorDeathCam)
      for (thisController = Level.ControllerList; thisController != None; thisController = thisController.NextController)
        if (thisController.PlayerReplicationInfo != None &&
            thisController.PlayerReplicationInfo.bOnlySpectator)
          ResetViewTarget(PlayerController(thisController));

    if ((Teams[0].Score >= GoalScore ||
         Teams[1].Score >= GoalScore) && GoalScore > 0)
      EndGame(None, "TeamScoreLimit");
    else if (bOverTime)
      EndGame(None, "TimeLimit");
  }

  else {
    Log("Warning: Cannot end execution while in state" @ GetStateName());
  }
}


// ============================================================================
// ResetViewTarget
//
// Resets the given player's view to normal first-person view.
// ============================================================================

static function ResetViewTarget(PlayerController PlayerController)
{
  if (JBCamera(PlayerController.ViewTarget) != None)
    JBCamera(PlayerController.ViewTarget).DeactivateFor(PlayerController);

  if (PlayerController.ViewTarget != PlayerController &&
      PlayerController.ViewTarget != PlayerController.Pawn) {

    PlayerController.SetViewTarget(PlayerController.Pawn);
    PlayerController.bBehindView = False;

    PlayerController.ClientSetViewTarget(PlayerController.ViewTarget);
    PlayerController.ClientSetBehindView(PlayerController.bBehindView);
  }
}


// ============================================================================
// CheckEndGame
//
// Restores the PlayerReplicationInfo of the winning bot in order to ensure
// that the bot is displayed with the correct mesh and skin.
// ============================================================================

function bool CheckEndGame(PlayerReplicationInfo PlayerReplicationInfoWinner, string Reason)
{
  if (!Super.CheckEndGame(PlayerReplicationInfoWinner, Reason))
    return False;

  if (xPawn(EndGameFocus) != None &&
      xPawn(EndGameFocus).PlayerReplicationInfo == None)
    xPawn(EndGameFocus).PlayerReplicationInfo = xPawn(EndGameFocus).OldController.PlayerReplicationInfo;

  return True;
}


// ============================================================================
// PlayStartupMessage
//
// Plays specialized messages for the start-of-game and overtime announcements.
// ============================================================================

function PlayStartupMessage()
{
  switch (StartupStage) {
    case 5:  BroadcastLocalizedMessage(MessageClass, 900);  return;
    case 7:  BroadcastLocalizedMessage(MessageClass, 910);  break;
  }

  Super.PlayStartupMessage();
}


// ============================================================================
// PlayEndOfMatchMessage
//
// Plays the audio message when the game ends.
// ============================================================================

function PlayEndOfMatchMessage()
{
  local TeamInfo TeamWinner;

  if (Teams[0].Score > Teams[1].Score)
         TeamWinner = Teams[0];
    else TeamWinner = Teams[1];

  BroadcastLocalizedMessage(MessageClass, 920, , , TeamWinner);
}


// ============================================================================
// SetGrammar
//
// Specifies the grammar file to load for speech recognition.
// ============================================================================

event SetGrammar()
{
  LoadSRGrammar("JB");
}


// ============================================================================
// ParseVoiceCommand
//
// Parses Jailbreak-specific voice commands in addition to the default ones
// provided by any team game.
// ============================================================================

function ParseVoiceCommand(PlayerController PlayerControllerSender, string Command)
{
  local string Tactics;
  local JBTagClient TagClientSender;

       if (Left (Command, 8) ==  "TACTICS ") Tactics = Mid (Command,                8);
  else if (Right(Command, 8) == " TACTICS" ) Tactics = Left(Command, Len(Command) - 8);

  if (Tactics != "") {
    TagClientSender = Class'JBTagClient'.Static.FindFor(PlayerControllerSender);

    switch (Tactics) {
      case "AUTO":        TagClientSender.ExecTeamTactics('auto');        break;
      case "UP":          TagClientSender.ExecTeamTactics('up');          break;
      case "DOWN":        TagClientSender.ExecTeamTactics('down');        break;
      case "SUICIDAL":    TagClientSender.ExecTeamTactics('suicidal');    break;
      case "AGGRESSIVE":  TagClientSender.ExecTeamTactics('aggressive');  break;
      case "NORMAL":      TagClientSender.ExecTeamTactics('normal');      break;
      case "DEFENSIVE":   TagClientSender.ExecTeamTactics('defensive');   break;
      case "EVASIVE":     TagClientSender.ExecTeamTactics('evasive');     break;
    }
  }

  else {
    Super.ParseVoiceCommand(PlayerControllerSender, Command);
  }
}


// ============================================================================
// state MatchInProgress
//
// Normal gameplay in progress.
// ============================================================================

state MatchInProgress {

  // ================================================================
  // BeginState
  //
  // Only calls the superclass function if this state is entered the
  // first time. Resets the orders for all bots, and restarts the
  // client-side match time counters.
  // ================================================================

  event BeginState()
  {
    local JBTagPlayer firstTagPlayer;
    local JBTagPlayer thisTagPlayer;
    local JBGameReplicationInfo InfoGame;
    local JBGameRules firstJBGameRules;

    if (bWaitingToStartMatch)
      Super.BeginState();

    JBBotTeam(Teams[0].AI).ResetOrders();
    JBBotTeam(Teams[1].AI).ResetOrders();

    firstJBGameRules = GetFirstJBGameRules();
    if (firstJBGameRules != None)
      firstJBGameRules.NotifyRound();

    InfoGame = JBGameReplicationInfo(Level.Game.GameReplicationInfo);

    firstTagPlayer = InfoGame.firstTagPlayer;

    for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag)
      thisTagPlayer.NotifyRound();
    for (thisTagPlayer = firstTagPlayerInactive; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag)
      thisTagPlayer.NotifyRound();

    InfoGame.StartMatchTimer();
    InfoGame.SynchronizeMatchTimer(ElapsedTime);

    RespawnPickups();
  }


  // ================================================================
  // RespawnPickups
  //
  // Respawns all pickups and resets the initial spawning delay for
  // super pickups. Respawns vehicles and powers up turrets.
  // ================================================================

  function RespawnPickups()
  {
    local Pickup thisPickup;
    local xPickupBase thisPickupBase;
    local SVehicleFactory thisSVehicleFactory;
    local ONSStationaryWeaponPawn thisStationaryWeaponPawn;

    foreach DynamicActors(Class'Pickup', thisPickup)
      thisPickup.Reset();

    foreach AllActors(Class'xPickupBase', thisPickupBase)
      thisPickupBase.TurnOn();

    foreach DynamicActors(Class'SVehicleFactory', thisSVehicleFactory)
      thisSVehicleFactory.Reset();

    foreach DynamicActors(Class'ONSStationaryWeaponPawn', thisStationaryWeaponPawn)
      thisStationaryWeaponPawn.bPowered = True;
  }


  // ================================================================
  // Timer
  //
  // Periodically checks whether at least one team is completely
  // jailed and sets TimeExecution if so. If TimeExecution is set
  // and has passed, resets it and calls the ExecutionInit function.
  // Synchronizes the client match timers.
  // ================================================================

  event Timer()
  {
    local bool bSynchronizeTime;
    local int iTeam;
    local JBGameReplicationInfo InfoGame;

    bSynchronizeTime = ElapsedTime % 30 == 0 ||
                       ElapsedTime != GameReplicationInfo.ElapsedTime ||
                       DilationTimePrev != Level.TimeDilation;

    Super.Timer();

    if (TimeExecution == 0.0) {
      for (iTeam = 0; iTeam < ArrayCount(Teams); iTeam++)
        if (IsCaptured(Teams[iTeam]))
          TimeExecution = Level.TimeSeconds + 1.0;
    }

    else if (Level.TimeSeconds > TimeExecution) {
      TimeExecution = 0.0;
      ExecutionInit();
    }

    // switched to another state while executing Timer
    bSynchronizeTime = bSynchronizeTime || !IsInState('MatchInProgress');

    if (bSynchronizeTime) {
      InfoGame = JBGameReplicationInfo(GameReplicationInfo);
      InfoGame.SynchronizeMatchTimer(ElapsedTime);
      DilationTimePrev = Level.TimeDilation;
    }
  }


  // ================================================================
  // RestartPlayer
  //
  // Keeps players un-spawned until they have control over their
  // pawns. Otherwise, notifies both bot teams of the respawn.
  // ================================================================

  function RestartPlayer(Controller Controller)
  {
    local JBTagPlayer TagPlayer;

    // do not spawn players until they have control over their pawn
    if (Controller == None || PlayerController(Controller)     != None &&
        Controller.PlayerReplicationInfo != None &&
        Viewport(PlayerController(Controller).Player) == None &&
       !Controller.PlayerReplicationInfo.bReceivedPing)
      return;

    TagPlayer = Class'JBTagPlayer'.Static.FindFor(Controller.PlayerReplicationInfo);
    if (TagPlayer.TimeRestart > Level.TimeSeconds)
      return;

    global.RestartPlayer(Controller);
    if (Controller == None || Controller.Pawn == None)
      return; // restart failed

    if (TagPlayer != None)
      TagPlayer.NotifyRestarted();

    JBBotTeam(Teams[0].AI).NotifySpawn(Controller);
    JBBotTeam(Teams[1].AI).NotifySpawn(Controller);
  }


  // ================================================================
  // EndState
  //
  // Interrupts the client-side match time counters.
  // ================================================================

  event EndState()
  {
    local JBGameReplicationInfo InfoGame;

    InfoGame = JBGameReplicationInfo(GameReplicationInfo);
    InfoGame.StopMatchTimer();
  }

} // state MatchInProgress


// ============================================================================
// state Executing
//
// The game is currently executing a team. During that time, players cannot
// spawn in the game.
// ============================================================================

state Executing {

  ignores BroadcastDeathMessage;  // no death messages during execution
  ignores CheckEndGame;           // game cannot end during execution


  // ================================================================
  // BeginState
  //
  // Sets the bIsExecuting flag in JBGameReplicationInfo.
  // ================================================================

  event BeginState()
  {
    JBGameReplicationInfo(GameReplicationInfo).bIsExecuting = True;
  }


  // ================================================================
  // Timer
  //
  // Checks whether there are still players alive in jail. If not,
  // sets TimeRestart for a brief delay. If TimeRestart is set and
  // has passed, resets TimeRestart and calls ExecutionEnd.
  // ================================================================

  event Timer()
  {
    local int iTeam;
    local int nPlayersJailed;
    local JBTagPlayer firstTagPlayer;
    local JBTagPlayer thisTagPlayer;

    if (TimeRestart == 0.0) {
      for (iTeam = 0; iTeam < ArrayCount(Teams); iTeam++)
        nPlayersJailed += CountPlayersJailed(Teams[iTeam]);
      if (nPlayersJailed == 0)
        TimeRestart = Level.TimeSeconds + 1.0;
    }

    else if (Level.TimeSeconds > TimeRestart) {
      TimeRestart = 0.0;
      ExecutionEnd();
    }

    firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer;
    for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag)
      if (thisTagPlayer.TimeRestart <= Level.TimeSeconds &&
          thisTagPlayer.IsInJail() &&
          thisTagPlayer.GetPawn() == None)
        thisTagPlayer.RestartInFreedom();
  }


  // ================================================================
  // RestartPlayer
  //
  // Puts the given player in spectator mode and activates the
  // execution cam for him or her.
  // ================================================================

  function RestartPlayer(Controller Controller)
  {
    local JBTagPlayer TagPlayer;

    JailExecution.ActivateCameraFor(Controller);

    TagPlayer = Class'JBTagPlayer'.Static.FindFor(Controller.PlayerReplicationInfo);
    TagPlayer.NotifyRestarted();
  }


  // ================================================================
  // EndState
  //
  // Resets the bIsExecuting flag in JBGameReplicationInfo.
  // ================================================================

  event EndState()
  {
    JBGameReplicationInfo(GameReplicationInfo).bIsExecuting = False;
  }

} // state Executing


// ============================================================================
// state MatchOver
//
// Match has ended, and players are viewing the winning player.
// ============================================================================

state MatchOver
{
  // ================================================================
  // Timer
  //
  // Puts all players on behind view.
  // ================================================================

  event Timer()
  {
    local Controller thisController;

    Super.Timer();

    if (EndGameFocus != None)
      for (thisController = Level.ControllerList; thisController != None; thisController = thisController.NextController)
        if (PlayerController(thisController) != None)
          PlayerController(thisController).ClientSetBehindView(True);
  }

} // state MatchOver


// ============================================================================
// PrecacheGameTextures
//
// Precache HUD and scoreboard textures.
// ============================================================================

static function PrecacheGameTextures(LevelInfo myLevel)
{
  class'xTeamGame'.static.PrecacheGameTextures(myLevel);

  myLevel.AddPrecacheMaterial(Material'SpriteWidgetHud');
  myLevel.AddPrecacheMaterial(Material'SpriteWidgetScores');
  myLevel.AddPrecacheMaterial(Material'ArenaBeacon');
  myLevel.AddPrecacheMaterial(Material'HUDContent.NoEntry');
}


// ============================================================================
// Defaults
// ============================================================================

defaultproperties
{
  Build = "%%%%-%%-%% %%:%%"

  ScreenShotName = "JBTexPreview.Preview"
  Description = "Two teams face off to send the other team's players to jail by fragging them. When all members of a team are in jail, the opposing team scores a point. Fight your way into the enemy base to release your teammates!"

  LoadingScreens[ 0] = "JBTexLoading.Addien-Dwy"
  LoadingScreens[ 1] = "JBTexLoading.Arlon"
  LoadingScreens[ 2] = "JBTexLoading.Aswan"
  LoadingScreens[ 3] = "JBTexLoading.BabylonTemple"
  LoadingScreens[ 4] = "JBTexLoading.CastleBreak"
  LoadingScreens[ 5] = "JBTexLoading.Cavern"
  LoadingScreens[ 6] = "JBTexLoading.Conduit"
  LoadingScreens[ 7] = "JBTexLoading.Cosmos"
  LoadingScreens[ 8] = "JBTexLoading.Heights"
  LoadingScreens[ 9] = "JBTexLoading.IndusRage2"
  LoadingScreens[10] = "JBTexLoading.MoonCraters"
  LoadingScreens[11] = "JBTexLoading.NoSense"
  LoadingScreens[12] = "JBTexLoading.Oasis"
  LoadingScreens[13] = "JBTexLoading.Poseidon"
  LoadingScreens[14] = "JBTexLoading.SavoIsland"
  LoadingScreens[15] = "JBTexLoading.Solamander"
  LoadingScreens[16] = "JBTexLoading.SubZero"

  TextHintJailbreak[ 0] = "Watch the compass dots: The faster they pulse, the more players can be released by the corresponding switch."
  TextHintJailbreak[ 1] = "Use %PREVWEAPON% and %NEXTWEAPON% to switch view points when watching through a surveillance camera."
  TextHintJailbreak[ 2] = "You can stand on teammates while they're crouching. Look out for jail escape routes requiring this cooperation!"
  TextHintJailbreak[ 3] = "Some jails have hidden escape routes. You may have to stand on a crouching teammate to reach them."
  TextHintJailbreak[ 4] = "There may be more than one release switch for your team. The faster a compass dot pulses, the more players can be released through the corresponding switch."
  TextHintJailbreak[ 5] = "Sometimes it is better to hide away from the enemy team than to give them an easy capture."
  TextHintJailbreak[ 6] = "If you killed the last free enemy, you can taunt the enemy team on the celebration screen during the execution sequence."
  TextHintJailbreak[ 7] = "Bored in jail? You can fight your teammates for fun with the Shield Gun without any penalties."
  TextHintJailbreak[ 8] = "Some jails contain monitors for surveillance cameras showing important spots in the map. Approach one of them to activate the camera."
  TextHintJailbreak[ 9] = "When you're jailed, you may be chosen for an arena match with a jailed enemy. Win the match to gain your freedom!"
  TextHintJailbreak[10] = "When an arena match is going on, press %ARENACAM% to watch a live feed!"
  TextHintJailbreak[11] = "Use %TEAMTACTICS UP% to increase and %TEAMTACTICS DOWN% to decrease the overall aggressiveness of the bots on your team."
  TextHintJailbreak[12] = "The Jailbreak scoreboard shows the whereabouts of you and your teammates on a panorama minimap."
  TextHintJailbreak[13] = "You can see what your human teammates are up to on the Jailbreak scoreboard: It shows whether they are attacking, defending or roaming the map."
  TextHintJailbreak[14] = "The red, yellow and green bars next to each player name in the Jailbreak scoreboard show that player's attack kills, defense kills and released teammates."
  TextHintJailbreak[15] = "The markers on the clock in the upper right corner of the Jailbreak scoreboard indicate team captures."
  TextHintJailbreak[16] = "Don't try to cheat by reconnecting to the server while you're in jail! The game will turn you into a llama (quite literally) and give other players bonus points for hunting you down."
  TextHintJailbreak[17] = "Don't attack protected players who were just released from jail. You might get llamaized for it!"

  TextDescriptionEnableJailFights    = "Allows jail inmates to fight each other with their Shield Guns for fun."
  TextDescriptionFavorHumansForArena = "Always selects human players over bots for arena fights."
  TextDescriptionJailNewcomers       = "New players who join during the game will be jailed."
  TextDescriptionDisallowEscaping    = "Disallow players from leaving jail without being released or entering the arena."
  TextDescriptionEnableJBMapFixes    = "Fixes a couple of small bugs in a few maps. Also adds a new execution to some."
  TextDescriptionNoJailKill          = "Jailed players can no longer hurt enemies."
  TextDescriptionUseLevelRecommendedMinPlayers = "Bots are added automatically to reach the minimum recommended player count."
  TextWebAdminEnableJailFights       = "Allow Jail Fights"
  TextWebAdminFavorHumansForArena    = "Favor Humans For Arena"
  TextWebAdminJailNewcomers          = "Jail Newcomers"
  TextWebAdminDisallowEscaping       = "Disallow Escaping"
  TextWebAdminEnableJBMapFixes       = "Enable Map Fixes"
  TextWebAdminNoJailKill             = "No Jail Kills"
  TextWebAdminUseLevelRecommendedMinPlayers = "Use Level Recommended Min. Players"

  TextWebAdminPrefixAddon            = "Jailbreak:"

  GIPropsDisplayText(6)              = "Capture Limit"

  WebScoreboardClass = "Jailbreak.JBWebApplicationScoreboard"
  WebScoreboardPath  = "/scoreboard"

  Addons = "JBAddonAvenger.JBAddonAvenger,JBAddonCelebration.JBAddonCelebration,JBAddonLlama.JBAddonLlama,JBAddonProtection.JBAddonProtection,JBAddonJailFightTally.JBAddonJailFightTally"

  bEnableJailFights        = True
  bEnableScreens           = True
  bEnableSpectatorDeathCam = True
  bFavorHumansForArena     = False
  bJailNewcomers           = False
  bDisallowEscaping        = False
  bEnableJBMapFixes        = True
  bNoJailKill              = False
  bUseLevelRecommendedMinPlayers     = True

  bEnableWebScoreboard     = True
  bEnableWebAdminExtension = True

  GoalScore                = 5

  Acronym                  = "JB"
  MapPrefix                = "JB"
  BeaconName               = "JB"

  GameName                 = "Jailbreak"
  HUDType                  = "Jailbreak.JBInterfaceHud"
  ScoreBoardType           = "Jailbreak.JBInterfaceScores"
  MapListType              = "Jailbreak.JBMapList"
  HUDSettingsMenu          = "Jailbreak.JBGUICustomHUDMenu"

  LoginMenuClass           = "JBToolbox2.JBLoginMenu"

  MessageClass             = Class'JBLocalMessage'
  GameReplicationInfoClass = Class'JBGameReplicationInfo'
  TeamAIType[0]            = Class'JBBotTeam'
  TeamAIType[1]            = Class'JBBotTeam'

  PathWhisps[0] = "Jailbreak.JBRedWhisp"
  PathWhisps[1] = "Jailbreak.JBBlueWhisp"

  bSpawnInTeamArea = True
  bScoreTeamKills  = False
  bAllowVehicles   = True

  MutatorClass = "Jailbreak.JBMutator"
}

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Class file time: Do 6.12.2012 23:14:06.000 - Creation time: Do 14.8.2014 09:58:41.527 - Created with UnCodeX