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

U2.AtlantisGameInfo


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
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
//=============================================================================
// $Workfile: AtlantisGameInfo.uc $
// Created By: Mark Poesch
// Created On: 2/1/2001
// $Author: Mpoesch $
// $Date: 12/04/02 11:30p $
// $Revision: 21 $
//=============================================================================
class AtlantisGameInfo extends U2GameInfo;

//-----------------------------------------------------------------------------

const LevelStartEvent = "InterludeStart";				// event to be sent out every time an interlude is started
const MissionCompletedStr = "MISSIONCOMPLETED";			// text to parse the mission from the incoming URL
const PlayerStartTagStr = "PLAYERSTART";

//-----------------------------------------------------------------------------

var int LastMissionCompleted;							// used by the AtlantisMutator to filter actors on the Atlantis

//-----------------------------------------------------------------------------

/*event PostBeginPlay()
{
	TriggerEvent( 'LevelStartEvent', Self, None );
}*/

//-----------------------------------------------------------------------------

event InitGame( string Options, out string Error )
{
	local string Option;

	// Store the last mission completed (used for actor filtering)
	if( Level != None &&
		Level.GetURLOption( MissionCompletedStr$"=", Option ) )
	{
		LastMissionCompleted = int( Option );
		// remove mission completed so next map doesn't get this in its URL
		Level.RemoveURLOption( MissionCompletedStr$"=" );
	}

	// the LastMissionCompleted must be set before creating the dialog system through the super (DialogGameInfo.InitGame)
	Super.InitGame( Options, Error );
}

//-----------------------------------------------------------------------------

event NotifyLevelRestart()
{
	Super.NotifyLevelRestart();
	// add back the mission completed string to the URL
	if( Level.PlayerControllerList != None )
		Level.PlayerControllerList.UpdateURL( MissionCompletedStr, string(LastMissionCompleted), false );
}

//-----------------------------------------------------------------------------

event string GetDialogDirectory()
{
	return Level.MapName $ LastMissionCompleted;
}

//-----------------------------------------------------------------------------

function string GetCustomMapName( string MapName )
{
	local string MapSuffix;

	if( Right( MapName, 1 ) == ")" )
		return MapName;

	switch( LastMissionCompleted )
	{
    case 0: MapSuffix = "Post Avalon"; break;
    case 1: MapSuffix = "Post Sanctuary"; break;
    case 2: MapSuffix = "Post Hell"; break;
    case 4: MapSuffix = "Post Severnaya"; break;
    case 5: MapSuffix = "Post Kalydon"; break;
    case 6: MapSuffix = "Post Sulferon"; break;
    case 7: MapSuffix = "Post Janus"; break;
    case 8: MapSuffix = "Post Acheron"; break;
    case 9: MapSuffix = "Post NaKoja Abad"; break;
    case 10: MapSuffix = "Post NC962VII"; break;
    case 83: MapSuffix = "Secret Interlude"; break;
    case 110276: MapSuffix = "Secret Interlude"; break;
	default: return MapName;
	}

	return MapName $ " (" $ MapSuffix $ ")";
}

//-----------------------------------------------------------------------------

function float RatePlayerStart(NavigationPoint N, byte Team, Controller Player)
{
	local string MatchString;

	MatchString = PlayerStartTagStr $ LastMissionCompleted;

	if( Caps(N.Tag) == MatchString )
		return 1000;
	else
		return 0;
}

//-----------------------------------------------------------------------------

function AddDefaultInventory( Pawn PlayerPawn )
{
	// the player has no inventory on the Atlantis
	
	PlayerPawn.AirControl = AirControl; // reduce air control
}

//-----------------------------------------------------------------------------

function AdjustPawnClass( out string InClass )
{
	InClass = "U2_Atlantis.U2PlayerAtlantis";
}

//-----------------------------------------------------------------------------

defaultproperties
{
	LastMissionCompleted=99
	AirControl=0.010000
	DefaultFOV=80.000000
	bDisplayHud=false
	MutatorClass="U2.AtlantisMutator"
     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 10:38:42.000 - Creation time: sk 3-1-2016 10:48:37.462 - Created with UnCodeX