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//============================================================================= // Mutator. // // Mutators allow modifications to gameplay while keeping the game rules intact. // Mutators are given the opportunity to modify player login parameters with // ModifyLogin(), to modify player pawn properties with ModifyPlayer(), to change // the default weapon for players with GetDefaultWeapon(), or to modify, remove, // or replace all other actors when they are spawned with CheckRelevance(), which // is called from the PreBeginPlay() event of all actors except those (Decals, // Effects and Projectiles for performance reasons) which have bGameRelevant==true. //============================================================================= class Mutator extends Info native; var Mutator NextMutator; var class<Weapon> DefaultWeapon; var string DefaultWeaponName; /* Don't call Actor PreBeginPlay() for Mutator */ simulated //NEW event PreBeginPlay() { } function ModifyLogin(out string Portal, out string Options) { if ( NextMutator != None ) NextMutator.ModifyLogin(Portal, Options); } /* called by GameInfo.RestartPlayer() change the players jumpz, etc. here */ function ModifyPlayer(Pawn Other) { if ( NextMutator != None ) NextMutator.ModifyPlayer(Other); } /* return what should replace the default weapon mutators further down the list override earlier mutators */ function Class<Weapon> GetDefaultWeapon() { local Class<Weapon> W; if ( NextMutator != None ) { W = NextMutator.GetDefaultWeapon(); if ( W == None ) W = MyDefaultWeapon(); } else W = MyDefaultWeapon(); return W; } /* GetInventoryClass() return an inventory class - either the class specified by InventoryClassName, or a replacement. Called when spawning initial inventory for player */ function Class<Inventory> GetInventoryClass(string InventoryClassName) { InventoryClassName = GetInventoryClassOverride(InventoryClassName); return class<Inventory>(DynamicLoadObject(InventoryClassName, class'Class')); } /* GetInventoryClassOverride() return the string passed in, or a replacement class name string. */ function string GetInventoryClassOverride(string InventoryClassName) { // here, in mutator subclass, change InventoryClassName if desired. For example: // if ( InventoryClassName == "Weapons.DorkyDefaultWeapon" // InventoryClassName = "ModWeapons.SuperDisintegrator" if ( NextMutator != None ) return NextMutator.GetInventoryClassOverride(InventoryClassName); return InventoryClassName; } function class<Weapon> MyDefaultWeapon() { if ( (DefaultWeapon == None) && (DefaultWeaponName != "") ) DefaultWeapon = class<Weapon>(DynamicLoadObject(DefaultWeaponName, class'Class')); return DefaultWeapon; } function AddMutator(Mutator M) { if ( NextMutator == None ) NextMutator = M; else NextMutator.AddMutator(M); } //NEW (mdf) refactor and check for replacing with same (=not good) function bool ReplaceWithClass( Actor Other, class<Actor> aClass ) { local Actor A; // Make sure we don't try to replace Other with the same thing (at // best redundant, at worse can cause infinite recursion) if( Other.IsA( aClass.Name ) ) return false; if( aClass != None ) { A = Spawn( aClass, Other.Owner, Other.Tag, Other.Location, Other.Rotation ); //DM( "ReplaceWithClass spawned " $ A $ " at " $ A.Location ); } if( Pickup(Other) != None ) { if( Pickup(Other).MyMarker != None ) { Pickup(Other).MyMarker.markedItem = Pickup(A); if( Pickup(A) != None ) { Pickup(A).MyMarker = Pickup(Other).MyMarker; A.SetLocation(A.Location + (A.CollisionHeight - Other.CollisionHeight) * vect(0,0,1)); } Pickup(Other).MyMarker = None; } else if( Pickup(A) != None ) Pickup(A).Respawntime = 0.0; } if( A != None ) { A.event = Other.event; A.Tag = Other.Tag; return true; } return false; } /* ReplaceWith() Call this function to replace an actor Other with an actor of aClass. */ function bool ReplaceWith(actor Other, string aClassName) { //NEW (mdf) /*OLD local Actor A; */ local class<Actor> aClass; //!!mdf-tbd: should this be IsA( 'Pickup' ) (or better, yet Pickup(Other) != None)? if ( Other.IsA('Inventory') && (Other.Location == vect(0,0,0)) ) return false; aClass = class<Actor>(DynamicLoadObject(aClassName, class'Class')); //NEW (mdf) return ReplaceWithClass( Other, aClass ); /*OLD if ( aClass != None ) A = Spawn(aClass,Other.Owner,Other.tag,Other.Location, Other.Rotation); if ( Other.IsA('Pickup') ) { if ( Pickup(Other).MyMarker != None ) { Pickup(Other).MyMarker.markedItem = Pickup(A); if ( Pickup(A) != None ) { Pickup(A).MyMarker = Pickup(Other).MyMarker; A.SetLocation(A.Location + (A.CollisionHeight - Other.CollisionHeight) * vect(0,0,1)); } Pickup(Other).MyMarker = None; } else if ( A.IsA('Pickup') ) Pickup(A).Respawntime = 0.0; } if ( A != None ) { A.event = Other.event; A.tag = Other.tag; return true; } return false; */ } /* Force game to always keep this actor, even if other mutators want to get rid of it */ function bool AlwaysKeep(Actor Other) { if ( NextMutator != None ) return ( NextMutator.AlwaysKeep(Other) ); return false; } function bool IsRelevant(Actor Other, out byte bSuperRelevant) { local bool bResult; bResult = CheckReplacement(Other, bSuperRelevant); if ( bResult && (NextMutator != None) ) bResult = NextMutator.IsRelevant(Other, bSuperRelevant); //DM( "IsRelevant returning " $ bResult $ " for " $ Other ); return bResult; } function bool CheckRelevance(Actor Other) { local bool bResult; local byte bSuperRelevant; if ( AlwaysKeep(Other) ) return true; // allow mutators to remove actors bResult = IsRelevant(Other, bSuperRelevant); //DM( "CheckRelevance returning " $ bResult $ " for " $ Other ); return bResult; } function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { return true; } //NEW (mdf) function bool HandleKillMessage( Pawn Killer, Pawn Other, class<DamageType> DamageType ) { if( NextMutator != None ) return NextMutator.HandleKillMessage( Killer, Other, DamageType ); return false; } //OLD defaultproperties { UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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