Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 |
//============================================================================= // Arena. // Replaces all weapons and ammo with specified (in subclassses) weapon and ammo. //============================================================================= class Arena extends U2Mutator abstract; var string WeaponInventoryString; // weapon inventory string (should be set in subclasses) // set in PreBeginPlay var private name WeaponPickupName; // weapon pickup class name var private name AmmoPickupName; // ammo pickup class name var private name WeaponInventoryName; // weapon inventory class name var class<Pickup> WeaponPickupClass; // weapon pickup class var class<Pickup> AmmoPickupClass; // ammo pickup class //----------------------------------------------------------------------------- function AddMutator( Mutator M ) { if( Arena(M) != None ) { log( M $ " not allowed (already have an Arena mutator)" ); return; //only allow one arena mutator } Super.AddMutator(M); } //----------------------------------------------------------------------------- event PreBeginPlay() { Super.PreBeginPlay(); DefaultWeapon = class<Weapon>(DynamicLoadObject( WeaponInventoryString, class'Class' )); WeaponInventoryName = DefaultWeapon.Name; WeaponPickupName = DefaultWeapon.default.PickupClass.Name; AmmoPickupName = DefaultWeapon.default.AmmoName.default.PickupClass.Name; WeaponPickupClass = DefaultWeapon.default.PickupClass; AmmoPickupClass = DefaultWeapon.default.AmmoName.default.PickupClass; // !!mdf-tbd: leave this in to help mod authors? DM( "Arena:" ); DM( " WeaponInventoryName: " $ WeaponInventoryName ); DM( " WeaponPickupName: " $ WeaponPickupName ); DM( " AmmoPickupName: " $ AmmoPickupName ); DM( " WeaponPickupClass: " $ WeaponPickupClass ); DM( " AmmoPickupClass: " $ AmmoPickupClass ); } //----------------------------------------------------------------------------- function bool AlwaysKeep( Actor Other ) { if( Other.IsA( WeaponPickupName ) ) { //!!mdf-tbd: WeaponPickup(Other).PickupAmmoCount = WeaponPickup(Other).AmmoName.default.MaxAmmo; return true; } if( Other.IsA( AmmoPickupName ) ) { //!!mdf-tbd: Ammo(Other).AmmoAmount = Ammo(Other).MaxAmmo; return true; } if( NextMutator != None ) return NextMutator.AlwaysKeep( Other ); return false; } //----------------------------------------------------------------------------- function bool CheckReplacement( Actor Other, out byte bSuperRelevant ) { if( WeaponPickup(Other) != None ) { if( !Other.IsA( WeaponPickupName ) ) { Level.Game.bCoopWeaponMode = false; ReplaceWithClass( Other, WeaponPickupClass ); return false; } } if( Ammo(Other) != None ) { if( !Other.IsA( AmmoPickupName ) ) { ReplaceWithClass( Other, AmmoPickupClass ); return false; } } if( Weapon(Other) != None ) { if( !Other.IsA( WeaponInventoryName ) ) { Level.Game.bCoopWeaponMode = false; ReplaceWith( Other, WeaponInventoryString ); return false; } } bSuperRelevant = 0; return true; } //----------------------------------------------------------------------------- defaultproperties { UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |