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//============================================================================= // UnrealTeamInfo. // includes list of bots on team for multiplayer games // //============================================================================= class UnrealTeamInfo extends TeamInfo; var() RosterEntry DefaultRosterEntry; var() export editinline array<RosterEntry> Roster; var() class<UnrealPawn> AllowedTeamMembers[32]; var() byte TeamAlliance; var int DesiredTeamSize; var TeamAI AI; var Color HudTeamColor; var string TeamSymbolName; var array<string> RosterNames; // promoted from Team/DM rosters // Assault var float CurrentObjectiveProgress; // If team didn't beat all the objective, keep the progress of the current one var int LastObjectiveTime; // Time when last objective was disabled var int ObjectivesDisabledCount; // Number of objectives disabled /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { Super.Reset(); if ( !UnrealMPGameInfo(Level.Game).bTeamScoreRounds ) Score = 0; } function int OverrideInitialBots(int N, UnrealTeamInfo T) { return N; } function bool AllBotsSpawned() { return false; } function Initialize(int TeamBots); function FillPlayerTeam(GameProfile G); simulated function class<Pawn> NextLoadOut(class<Pawn> CurrentLoadout) { local int i; local class<Pawn> Result; Result = AllowedTeamMembers[0]; for ( i=0; i<ArrayCount(AllowedTeamMembers) - 1; i++ ) { if ( AllowedTeamMembers[i] == CurrentLoadout ) { if ( AllowedTeamMembers[i+1] != None ) Result = AllowedTeamMembers[i+1]; break; } else if ( AllowedTeamMembers[i] == None ) break; } return Result; } function bool NeedsBotMoreThan(UnrealTeamInfo T) { return ( (DesiredTeamSize - Size) > (T.DesiredTeamSize - T.Size) ); } function RosterEntry ChooseBotClass(optional string botName) { if (botName == "") return GetNextBot(); return GetNamedBot(botName); } function RosterEntry GetRandomPlayer(); function bool AlreadyExistsEntry(string CharacterName, bool bNoRecursion) { return false; } function AddRandomPlayer() { local int j; j = Roster.Length; Roster.Length = Roster.Length + 1; Roster[j] = GetRandomPlayer(); Roster[j].PrecacheRosterFor(self); } function AddNamedBot(string BotName) { local int j; j = Roster.Length; Roster.Length = Roster.Length + 1; Roster[j] = GetNamedBot(BotName); Roster[j].PrecacheRosterFor(self); } function RosterEntry GetNextBot() { local int i; for ( i=0; i<Roster.Length; i++ ) if ( !Roster[i].bTaken ) { Roster[i].bTaken = true; return Roster[i]; } i = Roster.Length; Roster.Length = Roster.Length + 1; Roster[i] = GetRandomPlayer(); Roster[i].bTaken = true; return Roster[i]; } function RosterEntry GetNamedBot(string botName) { return GetNextBot(); } function bool AddToTeam( Controller Other ) { local bool bResult; bResult = Super.AddToTeam(Other); if ( bResult && (Other.PawnClass != None) && !BelongsOnTeam(Other.PawnClass) ) Other.PawnClass = DefaultPlayerClass; return bResult; } /* BelongsOnTeam() returns true if PawnClass is allowed to be on this team */ function bool BelongsOnTeam(class<Pawn> PawnClass) { local int i; for ( i=0; i<ArrayCount(AllowedTeamMembers); i++ ) if ( PawnClass == AllowedTeamMembers[i] ) return true; return false; } function SetBotOrders(Bot NewBot, RosterEntry R) { if( AI != None ) AI.SetBotOrders( NewBot, R ); } function RemoveFromTeam(Controller Other) { Super.RemoveFromTeam(Other); if ( AI != None ) AI.RemoveFromTeam(Other); /* for ( i=0; i<Roster.Length; i++ ) FIXME- clear bTaken for the roster entry */ } defaultproperties { HudTeamColor=(R=255,G=255,B=255,A=255) DesiredTeamSize=8 } |
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