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// ============================================================================ // JBGameRulesRoundup // Copyright 2004 by EagleAR // $Id: JBGameRulesRoundup.uc,v 1.5 2004-06-07 19:30:20 mychaeel Exp $ // // The rules for the Roundup add-on. // ============================================================================ class JBGameRulesRoundup extends JBGameRules; // ============================================================================ // Variables // ============================================================================ var byte around; function AddGameRules(GameRules GR) { around = 1; Super.AddGameRules(GR); } function NotifyExecutionCommit(TeamInfo Team) { around++; Super.NotifyExecutionCommit(Team); } function int HuntingTeam() { if( around % 2 == 1 ) return 0; else return 1; } // ============================================================================ // 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) { if( UnrealTeamInfo(PawnInstigator.GetTeam()).TeamIndex == HuntingTeam() ) return false; else return Super.CanRelease(Team, PawnInstigator, Objective); } // ============================================================================ // 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) { if( UnrealTeamInfo(TagPlayer.GetTeam()).TeamIndex == HuntingTeam() ) { JBBotTeam(UnrealTeamInfo(TagPlayer.GetTeam()).AI).SetTactics('Suicidal'); return false; } else return Super.CanSendToJail(TagPlayer); } // ============================================================================ // 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. // ============================================================================ function bool CanSendToArena(JBTagPlayer TagPlayer, JBInfoArena Arena, out byte bForceSendToArena) { if( UnrealTeamInfo(TagPlayer.GetTeam()).TeamIndex == HuntingTeam() ) { bForceSendToArena = 1; return true; } else return Super.CanSendToArena(TagPlayer, Arena, bForceSendToArena); } // ============================================================================ // Default properties // ============================================================================ defaultproperties { } |
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