Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.GameRules


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
//=============================================================================
// GameRules.
//
// The GameRules class handles game rule modifications for the GameInfo such as scoring, 
// finding player starts, and damage modification.
//
//=============================================================================
class GameRules extends Info;

var GameRules NextGameRules;

function AddGameRules(GameRules GR)
{
	if ( NextGameRules == None )
		NextGameRules = GR;
	else
		NextGameRules.AddGameRules(GR);
}

/* Override GameInfo FindPlayerStart() - called by GameInfo.FindPlayerStart()
if a NavigationPoint is returned, it will be used as the playerstart
*/
function NavigationPoint FindPlayerStart( Controller Player, optional byte InTeam, optional string incomingName )
{
	if ( NextGameRules != None )
		return NextGameRules.FindPlayerStart(Player,InTeam,incomingName);

	return None;
}

/* return string containing game rules information
*/
function string GetRules()
{
	local string ResultSet;

	if ( NextGameRules == None )
		ResultSet = ResultSet$NextGameRules.GetRules();

	return ResultSet;
}

//
// Restart the game.
//
function bool HandleRestartGame()
{
	if ( (NextGameRules != None) && NextGameRules.HandleRestartGame() )
		return true;
	return false;
}

/* CheckEndGame()
Allows modification of game ending conditions.  Return false to prevent game from ending
*/
function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason)
{
	if ( NextGameRules != None )
		return NextGameRules.CheckEndGame(Winner,Reason);

	return true;
}

/* CheckScore()
see if this score means the game ends
return true to override gameinfo checkscore, or if game was ended (with a call to Level.Game.EndGame() )
*/
function bool CheckScore(PlayerReplicationInfo Scorer)
{
	if ( NextGameRules != None )
		return NextGameRules.CheckScore(Scorer);

	return false;
}

/* OverridePickupQuery()
when pawn wants to pickup something, gamerules given a chance to modify it.  If this function 
returns true, bAllowPickup will determine if the object can be picked up.
*/
function bool OverridePickupQuery(Pawn Other, Pickup item, out byte bAllowPickup)
{
	if ( (NextGameRules != None) &&  NextGameRules.OverridePickupQuery(Other, item, bAllowPickup) )
		return true;
	return false;
}

function bool PreventDeath(Pawn Killed, Controller Killer, class<DamageType> damageType, vector HitLocation)
{
	if ( (NextGameRules != None) && NextGameRules.PreventDeath(Killed,Killer, damageType,HitLocation) )
		return true;
	return false;
}

function ScoreObjective(PlayerReplicationInfo Scorer, Int Score)
{
	if ( NextGameRules != None )
		NextGameRules.ScoreObjective(Scorer,Score);
}

function ScoreKill(Controller Killer, Controller Killed)
{
	if ( NextGameRules != None )
		NextGameRules.ScoreKill(Killer,Killed);
}

function int NetDamage( int OriginalDamage, int Damage, pawn injured, pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )
{
	if ( NextGameRules != None )
		return NextGameRules.NetDamage( OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType );
	return Damage;
}

defaultproperties
{
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:39.013 - Created with UnCodeX