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// ============================================================================ // JBGameRulesOvertimeLockdown - original by _Lynx // Copyright 2006 by Jrubzjeknf <rrvanolst@hotmail.com> // $Id: JBGameRulesOvertimeLockdown.uc,v 1.8 2007-09-08 18:00:59 jrubzjeknf Exp $ // // When in overtime starts, the releases will be jammed. Once you're jailed, // there's no getting out any more. Last chance to score a point! // ============================================================================ class JBGameRulesOvertimeLockdown extends JBGameRules; // ============================================================================ // Imports // ============================================================================ #exec texture import file=Textures\LockIcon.dds mips=off masked=off group=icons // ============================================================================ // Replication // ============================================================================ replication { reliable if (Role == ROLE_Authority) LockdownDelay; } // ============================================================================ // Variables // ============================================================================ // Received from addon var bool bNoArenaInOvertime; var bool bNoEscapeInOvertime; var byte LockdownDelay; // in minutes var class<JBLocalMessageOvertimeLockdown> MessageClassOvertimeLockdown; var int EndTime; var Color TimerDisplayColor; var HudBase.SpriteWidget LockIcon; // ============================================================================ // PostBeginPlay // // We'll be using Tick to find out if and when we need to start the lockdown. // ============================================================================ function PostBeginPlay() { Super.PostBeginPlay(); Disable('Tick'); } // ============================================================================ // CanBroadcast // // When overtime starts, a message is passed through and ends up here. // ============================================================================ function bool CanBroadcast(class<LocalMessage> MessageClass, optional int switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject) { // When overtime start. if (Switch == 910) { // Initiate clients overtime effects by notifying them. bClientTrigger = !bClientTrigger; if (Level.NetMode != NM_DedicatedServer) ClientTrigger(); if (LockdownDelay == 0) GotoState('InitiateLockdown'); else GotoState('WaitAndCountdown'); } return Super.CanBroadcast(MessageClass, switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); } // ============================================================================ // PostNetReceive // // Changes the timer's display color and icon and alters the time displayed. // ============================================================================ simulated function ClientTrigger() { local JBInterfaceHud H; if (Level.GetLocalPlayerController() == None || Level.GetLocalPlayerController().myHUD == None || JBInterfaceHud(Level.GetLocalPlayerController().myHUD) == None) return; H = JBInterfaceHud(Level.GetLocalPlayerController().myHUD); H.ModifyTimerDisplay(class'HudCDeathmatch'.default.HudColorHighLight, LockIcon, LockdownDelay * 60 + 1, True, True, 0.91, 0.5, LockdownDelay * 60); } // ============================================================================ // state WaitAndCountdown // // Wait before starting the Lockdown. // ============================================================================ state WaitAndCountdown { // ================================================================ // BeginState // // Calculate when to start the lockdown. // ================================================================ event BeginState() { EndTime = Level.Game.GameReplicationInfo.ElapsedTime + LockdownDelay * 60 + 1; Enable('Tick'); } // ================================================================ // Tick // // When the time is up, initiate the lockdown. // ================================================================ function Tick(float dt) { // Cancel lockdown if executing. if (Jailbreak(Level.Game).IsInState('Executing')) { Disable('Tick'); return; } if (Level.Game.GameReplicationInfo.ElapsedTime == EndTime) { Level.Game.BroadcastHandler.BroadcastLocalizedMessage(MessageClassOvertimeLockdown); Disable('Tick'); GotoState('InitiateLockdown'); } } } // state WaitAndCountdown // ============================================================================ // state InitiateLockdown // // Lockdown has been initiated. // ============================================================================ state InitiateLockdown { // ================================================================ // BeginState // // Jam the locks, cancel any ongoing arena match, restart players, // prevent escapes and notify the players of the lockdown. // ================================================================ event BeginState() { local JBInfoJail firstJail; local JBInfoJail thisJail; local JBInfoArena firstArena; local JBInfoArena thisArena; firstJail = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstJail; firstArena = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstArena; // Jam the jails, thus the locks for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail) { thisJail.Jam(0); thisJail.Jam(1); } // Cancel ongoing arena matches. if (bNoArenaInOvertime) { for (thisArena = firstArena; thisArena != None; thisArena = thisArena.nextArena) if (thisArena.IsInState('MatchRunning')) thisArena.MatchTie(); } // Prevent players from being able to escape jail. if (bNoEscapeInOvertime) Jailbreak(Level.Game).bDisallowEscaping = True; // Tell everybody the lockdown has started. Level.Game.BroadcastHandler.BroadcastLocalizedMessage(MessageClassOvertimeLockdown); GotoState('Lockdown'); } // ================================================================ // CanBroadcast // // Prevent a message from popping up when an arena match is // cancelled when the lockdown kicks in. // ================================================================ function bool CanBroadcast(class<LocalMessage> MessageClass, optional int switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject) { // Arenamatch tie. if (switch == 410 || switch == 420) return False; return Super.CanBroadcast(MessageClass, switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); } } // state InitiateLockdown // ============================================================================ // state Lockdown // // Lockdown has started. // ============================================================================ state Lockdown { // ================================================================ // CanSendToArena // // If specified, don't allow arena matches in overtime. Arena // matches in countdown will be automatically cancelled. // ================================================================ function bool CanSendToArena(JBTagPlayer TagPlayer, JBInfoArena Arena, out byte bForceSendToArena) { if (bNoArenaInOvertime) return False; return Super.CanSendToArena(TagPlayer, Arena, bForceSendToArena); } // ================================================================ // AllowForcedRelease // // Do not allow any releases in overtime. // ================================================================ function bool AllowForcedRelease(JBInfoJail Jail, TeamInfo Team, optional Controller ControllerInstigator) { return False; } } // ============================================================================ // Default properties // ============================================================================ defaultproperties { MessageClassOvertimeLockdown = class'JBLocalMessageOvertimeLockdown' LockIcon = (WidgetTexture=Texture'JBAddonOvertimeLockdown.icons.LockIcon',PosX=0.0,PosY=0.0,OffsetX=10,OffsetY=9,DrawPivot=DP_UpperLeft,RenderStyle=STY_Alpha,TextureCoords=(X1=0,Y1=0,X2=34,Y2=33),TextureScale=0.55,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,B=255,A=255),Tints[1]=(G=255,R=255,B=255,A=255)) bNetNotify = True bAlwaysRelevant = True bSkipActorPropertyReplication = False RemoteRole = ROLE_SimulatedProxy } |
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