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// ============================================================================ // JBGameRules // Copyright 2003 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBGameRules.uc,v 1.11 2006-08-06 14:52:47 jrubzjeknf Exp $ // // Allows mod authors to hook into and alter the Jailbreak game rules. // // See http://www.planetjailbreak.com/jdn/JBGameRules for details about the // notifications and queries exposed in this class. // ============================================================================ class JBGameRules extends GameRules abstract; // ============================================================================ // NotifyRound // // Called when a game round starts, including the first round in a game. // ============================================================================ function NotifyRound() { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyRound(); } // ============================================================================ // NotifyPlayerDisconnect // // Called when a human player disconnects from an ongoing match. The bIsLlama // parameter can be set to indicate that this player should be considered a // llama the next time he or she rejoins the game. // ============================================================================ function NotifyPlayerDisconnect(PlayerController ControllerPlayer, out byte bIsLlama) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyPlayerDisconnect(ControllerPlayer, bIsLlama); } // ============================================================================ // NotifyPlayerReconnect // // Called when a human player reconnects to an ongoing match after having // disconnected from it before. Not called for a player's initial connection // to a game. The bIsLlama parameter tells whether the player left within the // same round they reconnected and was in jail when they disconnected. // ============================================================================ function NotifyPlayerReconnect(PlayerController ControllerPlayer, bool bIsLlama) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyPlayerReconnect(ControllerPlayer, bIsLlama); } // ============================================================================ // CanSendToArena // // Called to check whether a jailed player can be sent to the given arena. If // this function returns False during the arena countdown for a player already // scheduled for a fight in the given arena, the match will be cancelled. The // bForceSendToArena out parameter can be set to allow even players who are // not in jail to be sent to the arena. // ============================================================================ function bool CanSendToArena(JBTagPlayer TagPlayer, JBInfoArena Arena, out byte bForceSendToArena) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) return nextJBGameRules.CanSendToArena(TagPlayer, Arena, bForceSendToArena); return True; } // ============================================================================ // NotifyArenaStart // // Called direcly after both arena combatants have been spawned in the arena. // ============================================================================ function NotifyArenaStart(JBInfoArena Arena) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyArenaStart(Arena); } // ============================================================================ // NotifyArenaEnd // // Called when an arena match has been decided, directly after the winner (if // any) has been respawned in freedom. The loser might have respawned in jail // a short time earlier already. // ============================================================================ function NotifyArenaEnd(JBInfoArena Arena, JBTagPlayer TagPlayerWinner) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyArenaEnd(Arena, TagPlayerWinner); } // ============================================================================ // CanSendToJail // // Called when a player is about to be sent to jail by the game. Not called // for players who simply physically enter jail or are sent back to jail after // losing an arena fight. Returning False will restart the player in freedom. // ============================================================================ function bool CanSendToJail(JBTagPlayer TagPlayer) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) return nextJBGameRules.CanSendToJail(TagPlayer); return True; } // ============================================================================ // CanRelease // // Called when a player attempts to release a team by activating a release // switch. Returning False will prevent the release; in that case the // objectives for this jail will remain disabled for a short time before // they are activated again. // ============================================================================ function bool CanRelease(TeamInfo Team, Pawn PawnInstigator, GameObjective Objective) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) return nextJBGameRules.CanRelease(Team, PawnInstigator, Objective); return True; } // ============================================================================ // AllowForcedRelease // // Called when a jail is jammed, but something/someone wants to force a // release anyway. The function allows mutators to block that behaviour. // ============================================================================ function bool AllowForcedRelease(JBInfoJail Jail, TeamInfo Team, optional Controller ControllerInstigator) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) return nextJBGameRules.AllowForcedRelease(Jail, Team, ControllerInstigator); return True; } // ============================================================================ // CanBroadcast // // Called when a game attempts to broadcast a localised message to players. // ============================================================================ function bool CanBroadcast( class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) return nextJBGameRules.CanBroadcast(MessageClass, switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); return True; } // ============================================================================ // NotifyJailOpening // // Called when somebody activated the release switch and the jail doors start // opening, but haven't fully opened yet. // ============================================================================ function NotifyJailOpening(JBInfoJail Jail, TeamInfo Team) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyJailOpening(Jail, Team); } // ============================================================================ // NotifyJailOpened // // Called when, after NotifyJailOpening was called, the jail doors have // completed opening and are fully open now. // ============================================================================ function NotifyJailOpened(JBInfoJail Jail, TeamInfo Team) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyJailOpened(Jail, Team); } // ============================================================================ // NotifyJailClosed // // Called when, after a release, the jail doors have completely closed again // and before the objectives are activated again. // ============================================================================ function NotifyJailClosed(JBInfoJail Jail, TeamInfo Team) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyJailClosed(Jail, Team); } // ============================================================================ // NotifyPlayerJailed // // Called when a player enters a jail, for instance by being spawned there // after being killed, or by being sent there after losing an arena fight, or // by simply physically walking into it. // ============================================================================ function NotifyPlayerJailed(JBTagPlayer TagPlayer) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyPlayerJailed(TagPlayer); } // ============================================================================ // NotifyPlayerReleased // // Called when a player leaves jail. Note that this also happens before and // during the execution sequence and when a player is teleported to an arena // for a fight. // ============================================================================ function NotifyPlayerReleased(JBTagPlayer TagPlayer, JBInfoJail Jail) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyPlayerReleased(TagPlayer, Jail); } // ============================================================================ // NotifyExecutionCommit // // Called when a team is about to be executed, before the execution sequence // starts and directly after the other players' views switch to the execution // camera. // ============================================================================ function NotifyExecutionCommit(TeamInfo Team) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyExecutionCommit(Team); } // ============================================================================ // NotifyExecutionEnd // // Called when the execution sequence has been completed, directly before the // next round starts. // ============================================================================ function NotifyExecutionEnd() { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) nextJBGameRules.NotifyExecutionEnd(); } // ============================================================================ // CanBotAttackEnemy // // Called when a bot looks for a new enemy. Returning True means that the bot // is allowed to attack the given enemy; returning False prevents the bot from // attacking the enemy. // ============================================================================ function bool CanBotAttackEnemy(Bot Bot, Pawn PawnEnemy) { local JBGameRules nextJBGameRules; nextJBGameRules = GetNextJBGameRules(); if (nextJBGameRules != None) return nextJBGameRules.CanBotAttackEnemy(Bot, PawnEnemy); return True; } // ============================================================================ // GetNextJBGameRules // // Internal. Used to find the next JBGameRules actor in the GameRules chain. // ============================================================================ protected final function JBGameRules GetNextJBGameRules() { local GameRules thisGameRules; for (thisGameRules = NextGameRules; thisGameRules != None; thisGameRules = thisGameRules.NextGameRules) if (JBGameRules(thisGameRules) != None) return JBGameRules(thisGameRules); return None; } |
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