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//============================================================================= // $Author: Mfox $ // $Date: 3/03/03 7:18p $ // $Revision: 89 $ //============================================================================= //------------------------------------------------------------------------------ // Name: CodeMonkey.uc // Author: Aaron R Leiby // Date: 3 January 2001 //------------------------------------------------------------------------------ // Description: Used to store various needed UnrealScript functions for the UI. //------------------------------------------------------------------------------ // Notes: //------------------------------------------------------------------------------ // How to use this class: //------------------------------------------------------------------------------ class CodeMonkey extends UIHelper; var localized string EmptySlotText; var localized string QuickSaveText; var LevelDesc LevelDescCache[10]; var localized string ApplySettingsText; var string PendingRes; var string PendingBPP; var bool bPendingDetail; var bool bNoShadowUpdate; var bool bPendingUpdateShadow; var bool bPendingSuperUpdateShadow; var bool bNoResetMenus; var bool bLastHUDState; var bool bLockHUDState; const PauseKey = 314; const Pause_withDrawKey = 278; const PauseKey_Objectives = 777; function string GetEngineVersion() { return "Unreal2 v." $ GetPlayerOwner().Level.EngineVersion; } function Pause() { GetPlayerOwner().SetPause(true,PauseKey); GetConsole().bNoDrawWorld=true; } function UnPause() { GetPlayerOwner().SetPause(false,PauseKey); GetConsole().bNoDrawWorld=false; } function Pause_withDraw() { GetPlayerOwner().SetPause(true,Pause_withDrawKey); } function UnPause_withDraw() { GetPlayerOwner().SetPause(false,Pause_withDrawKey); } function Pause_Objectives() { GetPlayerOwner().SetPause(true,PauseKey_Objectives); } function UnPause_Objectives() { GetPlayerOwner().SetPause(false,PauseKey_Objectives); } function HideHUD() { if(bLockHUDState) return; bLockHUDState = true; bLastHUDState = GetPlayerOwner().Level.Game.bDisplayHud; GetPlayerOwner().Level.Game.bDisplayHud = false; } function RestoreHUD() { bLockHUDState = false; GetPlayerOwner().Level.Game.bDisplayHud = bLastHUDState; } function EndGame_LoadMenu() { class'UIConsole'.static.SendEvent("ShowMenus"); class'UIConsole'.static.SendEvent("ShowMenuLoadGame"); } function EndGame_QuickLoad() { if(GetPlayerOwner().IsInState(U2PlayerController.DeadState)) class'MusicScriptEvent'.static.CallRoutine(GetPlayerOwner(),"",""); QuickLoad(); } function EndGame_RestartLevel() { GetPlayerOwner().ConsoleCommand("restartlevel"); } function SetAirControl(float F) { GetPlayerOwner().Pawn.AirControl = F; } function float GetAirControl() { return GetPlayerOwner().Pawn.AirControl; } function SetBehindView(bool B) { GetPlayerOwner().BehindView(B); } function bool GetBehindView() { return GetPlayerOwner().bBehindView; } //OPTIONS::PREFERENCES::GAME function SetViewBob(float F) { GetPlayerOwner().Bob=F; GetPlayerOwner().SaveConfig(); } function float GetViewBob() { return GetPlayerOwner().Bob; } function SetGameSpeed(float F) { GetPlayerOwner().Level.Game.SetGameSpeed(F); GetPlayerOwner().Level.Game.SaveConfig(); } function float GetGameSpeed() { return GetPlayerOwner().Level.Game.GetGameSpeed(); } function SetDodging(float F) { GetPlayerOwner().PlayerInput.DoubleClickTime=F; GetPlayerOwner().PlayerInput.SaveConfig(); } function float GetDodging() { return GetPlayerOwner().PlayerInput.DoubleClickTime; } function SetDuckToggle(bool B) { local U2PlayerNetTestController C; C=U2PlayerNetTestController(GetPlayerOwner()); C.bUseDuckToggles=B; C.SaveConfig(); } function bool GetDuckToggle() { local U2PlayerNetTestController C; C=U2PlayerNetTestController(GetPlayerOwner()); return C.bUseDuckToggles; } function SetRunToggle(bool B) { local U2PlayerNetTestController C; C=U2PlayerNetTestController(GetPlayerOwner()); C.bUseRunToggles=B; C.SaveConfig(); } function bool GetRunToggle() { local U2PlayerNetTestController C; C=U2PlayerNetTestController(GetPlayerOwner()); return C.bUseRunToggles; } function SetLeanToggle(bool B) { local U2PlayerNetTestController C; C=U2PlayerNetTestController(GetPlayerOwner()); C.bUseLeanToggles=B; C.SaveConfig(); } function bool GetLeanToggle() { local U2PlayerNetTestController C; C=U2PlayerNetTestController(GetPlayerOwner()); return C.bUseLeanToggles; } function SetSwitchOnPickup(bool B) { GetPlayerOwner().bNeverSwitchOnPickup=!B; GetPlayerOwner().SaveConfig(); } function bool GetSwitchOnPickup() { return !GetPlayerOwner().bNeverSwitchOnPickup; } function SetBroadcastObjectives(bool B) { U2GameInfo(GetPlayerOwner().Level.Game).bBroadcastObjectives=B; GetPlayerOwner().Level.Game.SaveConfig(); } function bool GetBroadcastObjectives() { return U2GameInfo(GetPlayerOwner().Level.Game).bBroadcastObjectives; } // Dialog stuff function SetShowSubtitles(bool B) { GetPlayerOwner().ShowSubtitles = B; GetPlayerOwner().SaveConfig(); } function bool GetShowSubtitles() { return GetPlayerOwner().ShowSubtitles; } //OPTIONS::PREFERENCES::VIDEO function array<string> GetDisplayModes() { local string S; local array<string> DisplayModes; S=GetConsole().ConsoleCommandEx("DISPLAYMODES"); StrArray(S," ",DisplayModes,true); return DisplayModes; } function SetRes(string Res) { PendingRes=Res; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } //{ GetPlayerOwner().ConsoleCommand("SETRES"@Res); } function string GetRes() { local Dimension D; if(PendingRes?) return PendingRes; D=class'UIConsole'.static.GetComponentSize(GetUIConsole().Root); return int(D.Width)$"x"$int(D.Height); } function SetBPP32() { PendingBPP="32"; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } //{ GetPlayerOwner().ConsoleCommand("SETRES"@GetRes()$"x32"); } function SetBPP16() { PendingBPP="16"; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } //{ GetPlayerOwner().ConsoleCommand("SETRES"@GetRes()$"x16"); } function int GetBPPIndex() { local string BPP; if(PendingBPP?) BPP=PendingBPP; else BPP=GetPlayerOwner().ConsoleCommand("GETCOLORDEPTH"); switch(BPP){ case "32": return 0; case "16": return 1; }; } function SetTextureDetailHigh() { GetClient().TextureDetail=High; GetClient().SaveConfig(); bPendingDetail=true; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } function SetTextureDetailMedium() { GetClient().TextureDetail=Medium; GetClient().SaveConfig(); bPendingDetail=true; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } function SetTextureDetailLow() { GetClient().TextureDetail=Low; GetClient().SaveConfig(); bPendingDetail=true; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } function SetTextureDetailUltraLow() { GetClient().TextureDetail=UltraLow; GetClient().SaveConfig(); bPendingDetail=true; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } function int GetTextureDetailIndex() { return GetClient().TextureDetail; } function SetSkinDetailHigh() { GetClient().SkinDetail=High; GetClient().SaveConfig(); bPendingDetail=true; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } function SetSkinDetailMedium() { GetClient().SkinDetail=Medium; GetClient().SaveConfig(); bPendingDetail=true; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } function SetSkinDetailLow() { GetClient().SkinDetail=Low; GetClient().SaveConfig(); bPendingDetail=true; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } function SetSkinDetailUltraLow() { GetClient().SkinDetail=UltraLow; GetClient().SaveConfig(); bPendingDetail=true; class'UIConsole'.static.SendEvent("FlashVideoSettings"); } function int GetSkinDetailIndex() { return GetClient().SkinDetail; } function color GetApplyColor() { if( PendingRes? || PendingBPP? || bPendingDetail ) return GetPlayerOwner().ColorRed(); else return GetPlayerOwner().ColorWhite(); } function ApplyVideoSettings() { local string Res; local string BPP; if( PendingRes? || PendingBPP? || bPendingDetail ) { GetPlayerOwner().ConsoleCommand("FLUSH"); // class'UIConsole'.static.SendEvent("ResetMenus"); class'UIConsole'.static.BroadcastStatusMessage(GetPlayerOwner(),ApplySettingsText,0.5,,,,,,"U2MenusTimedHolder"); if(PendingRes? && PendingBPP?) GetPlayerOwner().ConsoleCommand("SETRES"@PendingRes$"x"$PendingBPP); if(PendingRes? && !PendingBPP) GetPlayerOwner().ConsoleCommand("SETRES"@PendingRes); if(!PendingRes && PendingBPP?) GetPlayerOwner().ConsoleCommand("SETRES"@GetRes()$"x"$PendingBPP); // if(!PendingRes && !PendingBPP) GetPlayerOwner().ConsoleCommand("SETRES"@GetRes()); PendingRes=""; PendingBPP=""; bPendingDetail=false; } } function SetBrightness(float F) { GetPlayerOwner().ConsoleCommand("brightness"@F); } function float GetBrightness() { return GetClient().Brightness; } function SetContrast(float F) { GetPlayerOwner().ConsoleCommand("contrast"@F); } function float GetContrast() { return GetClient().Contrast; } function SetGamma(float F) { GetPlayerOwner().ConsoleCommand("gamma"@F); } function float GetGamma() { return GetClient().Gamma; } function SetFullscreen(bool B) { class'UIConsole'.static.SendEvent("ResetMenus"); GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.ViewportManager StartupFullscreen"@B); GetPlayerOwner().ConsoleCommand("TOGGLEFULLSCREEN"); } function bool GetFullscreen() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.ViewportManager StartupFullscreen")); } function SetDecals(bool B) { GetClient().Decals=B; GetClient().SaveConfig(); } function bool GetDecals() { return GetClient().Decals; } function SetCrosshairGlows(bool B) { GetPlayerOwner().ConsoleCommand("set U2Weapon UseGlowingCrosshairs"@B); class'U2Weapon'.static.StaticSaveConfig(); } function bool GetCrosshairGlows() { return bool(GetPlayerOwner().ConsoleCommand("get U2Weapon UseGlowingCrosshairs")); } // Is this the same as sensitivity? function SetMouseSpeed(float F) { GetClient().MouseSpeed=F; GetClient().SaveConfig(); } function float GetMouseSpeed() { return GetClient().MouseSpeed; } function SetMinFramerate(string S) { GetClient().MinDesiredFrameRate=int(S); GetClient().SaveConfig(); } function string GetMinFramerate() { return string(int(GetClient().MinDesiredFrameRate))$"fps"; } function SetParticleDensity(float F) { GetClient().ParticleDensity=F; GetClient().SaveConfig(); } function float GetParticleDensity() { return GetClient().ParticleDensity; } function SetDecoLayerDensity(float F) { GetPlayerOwner().ConsoleCommand("set TerrainInfo DecoLayerDensity"@F); class'TerrainInfo'.static.StaticSaveConfig(); } function float GetDecoLayerDensity() { return float(GetPlayerOwner().ConsoleCommand("get TerrainInfo DecoLayerDensity")); } //OPTIONS::PREFERENCES::D3D function SetUsePrecaching(bool B) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice UsePrecaching"@B); } function bool GetUsePrecaching() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.RenderDevice UsePrecaching")); } function SetUseTrilinear(bool B) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice UseTrilinear"@B); } function bool GetUseTrilinear() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.RenderDevice UseTrilinear")); } function SetUseVSync(bool B) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice UseVSync"@B); } function bool GetUseVSync() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.RenderDevice UseVSync")); } function SetUseTripleBuffering(bool B) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice UseTripleBuffering"@B); } function bool GetUseTripleBuffering() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.RenderDevice UseTripleBuffering")); } function SetUseCubemaps(bool B) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice UseCubemaps"@B); } function bool GetUseCubemaps() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.RenderDevice UseCubemaps")); } function SetReduceMouseLag(bool B) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice ReduceMouseLag"@B); } function bool GetReduceMouseLag() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.RenderDevice ReduceMouseLag")); } /* function SetDesiredRefreshRate(string S) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice DesiredRefreshRate"@S); } function string GetDesiredRefreshRate() { return GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.RenderDevice DesiredRefreshRate"); } */ function SetRefreshRate85() { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice DesiredRefreshRate"@85); } function SetRefreshRate75() { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice DesiredRefreshRate"@75); } function SetRefreshRate72() { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice DesiredRefreshRate"@72); } function SetRefreshRate70() { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice DesiredRefreshRate"@70); } function SetRefreshRate60() { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice DesiredRefreshRate"@60); } function int GetRefreshRate() { switch(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.RenderDevice DesiredRefreshRate")){ case "85": return 0; case "75": return 1; case "72": return 2; case "70": return 3; case "60": return 4; default: return 4; } } // Fix ARL: Steal AUDIO_REBOOT from UT2107? Do something similar for D3D? //OPTIONS::PREFERENCES::AUDIO function SetMusicVolume(float F) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.AudioDevice MusicVolume"@F); if(F?) class'MusicScriptEvent'.static.SetMasterVolume(Blend(-1500,100,F)); else class'MusicScriptEvent'.static.SetMasterVolume(-10000); } function float GetMusicVolume() { return float(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.AudioDevice MusicVolume")); } function SoundReboot() { GetPlayerOwner().ConsoleCommand("sound_reboot"); // Restart music if necessary. if( GetPlayerOwner().Level.Song? ) GetPlayerOwner().ClientSetMusic( GetPlayerOwner().Level.Song, MTRAN_Fade ); } function int GetAudioChannelsUsed() { return int(GetConsole().ConsoleCommandEx("AUDIOCHANNELSUSED")); } function int GetAudioChannelsTotal() { return int(GetConsole().ConsoleCommandEx("AUDIOCHANNELSTOTAL")); } function float GetAudioChannelsPct() { return float(GetAudioChannelsUsed()) / float(GetAudioChannelsTotal()); } function float GetAudioChannelsUnPct() { return 1.0 - GetAudioChannelsPct(); } function string GetAudioStat() { return "[" $ GetAudioChannelsUsed() $ "/" $ GetAudioChannelsTotal() $ "]"; } function SetSoundVolume(float F) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.AudioDevice SoundVolume"@F); } function float GetSoundVolume() { return float(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.AudioDevice SoundVolume")); } function SetReverseStereo(bool B) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.AudioDevice ReverseStereo"@B); } function bool GetReverseStereo() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.AudioDevice ReverseStereo")); } function SetAudioChannels(float F) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.AudioDevice Channels"@byte(F)); SoundReboot(); } function float GetAudioChannels() { return float(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.AudioDevice Channels")); } /* function SetDopplerFactor(float F) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.AudioDevice DopplerFactor"@F); SoundReboot(); } function float GetDopplerFactor() { return float(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.AudioDevice DopplerFactor")); } */ function SetUseEAX(bool B) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.AudioDevice UseEAX"@B); SoundReboot(); } function bool GetUseEAX() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.AudioDevice UseEAX")); } function SetDetailTextures(bool B) { GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.RenderDevice DetailTextures"@B); } function bool GetDetailTextures() { return bool(GetPlayerOwner().ConsoleCommand("get ini:Engine.Engine.RenderDevice DetailTextures")); } function int GetDifficulty() { return GetPlayerOwner().Level.Game.GetDifficulty(); } function string GetDifficultyText() { switch(GetDifficulty()){ case 0: return "Easy"; case 1: return "Normal"; case 2: return "Hard"; } } function SetDifficulty0() { GetPlayerOwner().Level.Game.SetDifficulty( 0 ); GetPlayerOwner().Level.Game.SaveConfig(); } function SetDifficulty1() { GetPlayerOwner().Level.Game.SetDifficulty( 1 ); GetPlayerOwner().Level.Game.SaveConfig(); } function SetDifficulty2() { GetPlayerOwner().Level.Game.SetDifficulty( 2 ); GetPlayerOwner().Level.Game.SaveConfig(); } function int GetDifficultyIndex() { return (2 - GetPlayerOwner().Level.Game.GetDifficulty()); } function SetActorDetail0() { GetClient().SetMaxDetailLevel( GetPlayerOwner(), 0 ); GetClient().SaveConfig(); } function SetActorDetail1() { GetClient().SetMaxDetailLevel( GetPlayerOwner(), 1 ); GetClient().SaveConfig(); } function SetActorDetail2() { GetClient().SetMaxDetailLevel( GetPlayerOwner(), 2 ); GetClient().SaveConfig(); } function int GetActorDetailIndex() { return (2 - GetClient().MaxDetailLevel); } function SetRagdoll0() { U2GameInfo(GetPlayerOwner().Level.Game).RagdollDetailLevel=0; GetPlayerOwner().Level.Game.SaveConfig(); } function SetRagdoll1() { U2GameInfo(GetPlayerOwner().Level.Game).RagdollDetailLevel=1; GetPlayerOwner().Level.Game.SaveConfig(); } function SetRagdoll2() { U2GameInfo(GetPlayerOwner().Level.Game).RagdollDetailLevel=2; GetPlayerOwner().Level.Game.SaveConfig(); } function SetRagdoll3() { U2GameInfo(GetPlayerOwner().Level.Game).RagdollDetailLevel=3; GetPlayerOwner().Level.Game.SaveConfig(); } function int GetRagdollIndex() { return (3 - U2GameInfo(GetPlayerOwner().Level.Game).RagdollDetailLevel); } function SetRagdollDeaths(float F) { U2GameInfo(GetPlayerOwner().Level.Game).MaxRagdollDeaths=F; GetPlayerOwner().Level.Game.SaveConfig(); } function float GetRagdollDeaths() { return U2GameInfo(GetPlayerOwner().Level.Game).MaxRagdollDeaths; } function SetFluidSurfaceHigh() { GetClient().FluidSurfaceDetail=1; GetClient().SaveConfig(); } function SetFluidSurfaceLow() { GetClient().FluidSurfaceDetail=0; GetClient().SaveConfig(); } function int GetFluidSurfaceDetail() { return (1 - GetClient().FluidSurfaceDetail); } function SetGoreLevel0() { GetClient().GoreDetailLevel=0; GetClient().SaveConfig(); AdjustGore(); } function SetGoreLevel1() { GetClient().GoreDetailLevel=1; GetClient().SaveConfig(); AdjustGore(); } function SetGoreLevel2() { GetClient().GoreDetailLevel=2; GetClient().SaveConfig(); AdjustGore(); } function SetGoreLevel3() { GetClient().GoreDetailLevel=3; GetClient().SaveConfig(); AdjustGore(); } function int GetGoreLevelIndex() { return (3 - GetClient().GoreDetailLevel); } function bool GetGoreLock() { return !GetPlayerOwner().Level.Game.bAllowGore; } function AdjustGore() { local Actor A; local byte GoreDetaillevel; GoreDetailLevel = GetClient().GoreDetailLevel; foreach GetPlayerOwner().DynamicActors( class'Actor', A ) A.NotifyGoreDetailChanged( GoreDetailLevel ); } function SetMasterShadowDetail0() { SetMasterShadowDetail(0); } function SetMasterShadowDetail1() { SetMasterShadowDetail(1); } function SetMasterShadowDetail2() { SetMasterShadowDetail(2); } function SetMasterShadowDetail3() { SetMasterShadowDetail(3); } function SetMasterShadowDetailX() { CustomShadows(); } function SetMasterShadowDetail(int Level) { ShadowUpdateDisable(); switch(Level) { case 3: //HIGH if(GetEnableShadows()==false) // Shadows: enabled SetEnableShadows(true); if(GetBlobShadows()==true) // BlobShadows: false SetBlobShadows(false); if(GetClient().ShadowResolution!=256) // ShadowResolution: 256 [High] SetShadowResHigh(); if(GetLightSourceShadows()==false) // LightSourced: true SetLightSourceShadows(true); // if(GetWeaponShadows()==false) // Weapon shadows: enabled // SetWeaponShadows(true); if(GetMaxVisibleShadows()!=3) // MaxVisibleShadows: 3 SetMaxVisibleShadows(3); if(GetShadowCullDistance()!=1024) // ShadowCullDistance: 1024 SetShadowCullDistance(1024); if(GetShadowTraceDistance()!=512) // ShadowTraceDistance: 512 SetShadowTraceDistance(512); break; case 2: //MEDIUM if(GetEnableShadows()==false) // Shadows: enabled SetEnableShadows(true); if(GetBlobShadows()==true) // BlobShadows: false SetBlobShadows(false); if(GetClient().ShadowResolution!=128) // ShadowResolution: 128 [Medium] SetShadowResMedium(); if(GetLightSourceShadows()==true) // LightSourced: false SetLightSourceShadows(false); // if(GetWeaponShadows()==true) // Weapon shadows: disabled // SetWeaponShadows(false); if(GetMaxVisibleShadows()!=4) // MaxVisibleShadows: 4 SetMaxVisibleShadows(4); if(GetShadowCullDistance()!=1024) // ShadowCullDistance: 1024 SetShadowCullDistance(1024); if(GetShadowTraceDistance()!=512) // ShadowTraceDistance: 512 SetShadowTraceDistance(512); break; case 1: //LOW if(GetEnableShadows()==false) // Shadows: enabled SetEnableShadows(true); if(GetBlobShadows()==false) // BlobShadows: true SetBlobShadows(true); if(GetClient().ShadowResolution!=64) // ShadowResolution: 64 [Low] SetShadowResLow(); if(GetLightSourceShadows()==false) // LightSourced: true SetLightSourceShadows(true); // if(GetWeaponShadows()==true) // Weapon shadows: disabled // SetWeaponShadows(false); if(GetMaxVisibleShadows()!=0) // MaxVisibleShadows: 0 SetMaxVisibleShadows(0); if(GetShadowCullDistance()!=1024) // ShadowCullDistance: 1024 SetShadowCullDistance(1024); if(GetShadowTraceDistance()!=512) // ShadowTraceDistance: 512 SetShadowTraceDistance(512); break; case 0: //OFF if(GetEnableShadows()==true) // Shadows: disabled SetEnableShadows(false); // if(GetBlobShadows()==false) // BlobShadows: true // SetBlobShadows(true); // if(GetClient().ShadowResolution!=64) // ShadowResolution: 64 [Low] // SetShadowResLow(); // if(GetLightSourceShadows()==true) // LightSourced: false // SetLightSourceShadows(false); // if(GetWeaponShadows==true) // Weapon shadows: disabled // SetWeaponShadows(false); if(GetMaxVisibleShadows()!=0) // MaxVisibleShadows: 0 SetMaxVisibleShadows(0); // if(GetShadowCullDistance()!=1024) // ShadowCullDistance: 1024 // SetShadowCullDistance(1024); // if(GetShadowTraceDistance()!=512) // ShadowTraceDistance: 512 // SetShadowTraceDistance(512); break; }; ShadowUpdateEnable(); GetClient().MasterShadowDetail=Level; GetClient().SaveConfig(); } function int GetMasterShadowDetailIndex() { switch(GetClient().MasterShadowDetail) { case 3: return 0; case 2: return 1; case 1: return 2; case 0: return 3; default: return 4; }; } function CustomShadows() { GetClient().MasterShadowDetail=255; GetClient().SaveConfig(); } function SetShadowResUltraHigh() { GetClient().ShadowResolution=512; SuperUpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function SetShadowResHigh() { GetClient().ShadowResolution=256; SuperUpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function SetShadowResMedium() { GetClient().ShadowResolution=128; SuperUpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function SetShadowResLow() { GetClient().ShadowResolution=64; SuperUpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function int GetShadowResIndex() { switch(GetClient().ShadowResolution){ case 512: return 0; case 256: return 1; case 128: return 2; case 64: return 3; }; } function SetEnableShadows(bool B) { GetClient().MaxShadowsStatic=byte(B); UpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function bool GetEnableShadows() { return bool(GetClient().MaxShadowsStatic); } /* function SetWeaponShadows(bool B) { GetClient().MaxShadowsDynamic=byte(B); UpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function bool GetWeaponShadows() { return bool(GetClient().MaxShadowsDynamic); } */ function SetLightSourceShadows(bool B) { GetClient().LightSourceShadows=B; UpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function bool GetLightSourceShadows() { return GetClient().LightSourceShadows; } function SetBlobShadows(bool B) { GetClient().BlobShadows=B; UpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function bool GetBlobShadows() { return GetClient().BlobShadows; } function SetBlurShadows(bool B) { GetClient().BlurShadows=B; UpdateShadows(); GetClient().SaveConfig(); /*CustomShadows();*/ } function bool GetBlurShadows() { return GetClient().BlurShadows; } function SetMaxVisibleShadows(float F) { GetPlayerOwner().Level.ObjectPoolPrecacheList[0].NumObjects=F; SuperUpdateShadows(); GetPlayerOwner().Level.SaveConfig(); CustomShadows(); } function float GetMaxVisibleShadows() { return GetPlayerOwner().Level.ObjectPoolPrecacheList[0].NumObjects; } /* function SetMaxShadowsStatic(float F) { GetClient().MaxShadowsStatic=F; UpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function float GetMaxShadowsStatic() { return GetClient().MaxShadowsStatic; } function SetMaxShadowsDynamic(float F) { GetClient().MaxShadowsDynamic=F; UpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function float GetMaxShadowsDynamic() { return GetClient().MaxShadowsDynamic; } */ function SetShadowCullDistance(float F) { GetClient().ShadowCullDistance=F; UpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function float GetShadowCullDistance() { return GetClient().ShadowCullDistance; } function SetShadowTraceDistance(float F) { GetClient().ShadowTraceDistance=F; UpdateShadows(); GetClient().SaveConfig(); CustomShadows(); } function float GetShadowTraceDistance() { return GetClient().ShadowTraceDistance; } function ShadowUpdateDisable() { bNoShadowUpdate=true; bPendingUpdateShadow=false; bPendingSuperUpdateShadow=false; } function ShadowUpdateEnable() { bNoShadowUpdate=false; if(bPendingUpdateShadow) UpdateShadows(); if(bPendingSuperUpdateShadow) SuperUpdateShadows(); } function UpdateShadows() { // local Actor A; // foreach GetPlayerOwner().AllActors( class'Actor', A ) // A.UpdateShadows(); local Pawn P; if(bNoShadowUpdate){ bPendingUpdateShadow=true; return; } foreach GetPlayerOwner().AllActors( class'Pawn', P ) P.ResetShadows(); } function SuperUpdateShadows() { local PlayerController Player; local Pawn P; local ShadowBitmapMaterial M; local LevelInfo Level; if(bNoShadowUpdate){ bPendingSuperUpdateShadow=true; return; } Player = GetPlayerOwner(); Level = Player.Level; foreach Player.AllActors( class'Pawn', P ) { if( P.ShadowA != None ) { P.ShadowA.Destroy(); P.ShadowA=None; } if( P.ShadowB != None ) { P.ShadowB.Destroy(); P.ShadowB=None; } } for ( M=ShadowBitmapMaterial(Level.ObjectPool.GetObject(class'ShadowBitmapMaterial'));M?; M=ShadowBitmapMaterial(Level.ObjectPool.GetObject(class'ShadowBitmapMaterial'))) { M.Delete(); } Level.PrecacheObjects(); foreach Player.AllActors( class'Pawn', P ) P.ResetShadows(); Player.ConsoleCommand("FLUSH"); } //OPTIONS::CONTROLS::INPUT function SetMouseLook(bool B) { GetPlayerOwner().bAlwaysMouseLook=B; GetPlayerOwner().SaveConfig(); } function bool GetMouseLook() { return GetPlayerOwner().bAlwaysMouseLook; } function SetMouseSmoothing(bool B) { GetPlayerOwner().PlayerInput.bMaxMouseSmoothing=B; GetPlayerOwner().PlayerInput.SaveConfig(); } function bool GetMouseSmoothing() { return GetPlayerOwner().PlayerInput.bMaxMouseSmoothing; } function SetInvertMouse(bool B) { GetPlayerOwner().PlayerInput.bInvertMouse=B; GetPlayerOwner().PlayerInput.SaveConfig(); } function bool GetInvertMouse() { return GetPlayerOwner().PlayerInput.bInvertMouse; } function SetLookSpring(bool B) { GetPlayerOwner().bSnapToLevel=B; GetPlayerOwner().SaveConfig(); } function bool GetLookSpring() { return GetPlayerOwner().bSnapToLevel; } function SetMouseSensitivity(float F) { GetPlayerOwner().PlayerInput.MouseSensitivity=F; GetPlayerOwner().PlayerInput.SaveConfig(); } function float GetMouseSensitivity() { return GetPlayerOwner().PlayerInput.MouseSensitivity; } function ResetKeyboard() { GetPlayerOwner().ResetKeyboard(); } function float GetLevelLoadPct() { return GetConsole().LevelLoadingPct; } function float GetLevelLoadAlpha() { return Blend( 255, 32, GetConsole().LevelLoadingPct ); } function TriggerEvent( name Event ) { GetPlayerOwner().TriggerEvent(Event,None,None); } function TriggerSpecialCreditsParticles_yellow() { TriggerEvent('SpecialCreditsParticles_yellow'); } function TriggerSpecialCreditsParticles_blue() { TriggerEvent('SpecialCreditsParticles_blue'); } function TriggerSpecialCreditsParticles_purple() { TriggerEvent('SpecialCreditsParticles_purple'); } function TriggerSpecialCreditsParticles_gold() { TriggerEvent('SpecialCreditsParticles_gold'); } function TriggerLevelChange() { TriggerEvent('LevelChange'); } function StopMusic() { class'MusicScriptEvent'.static.CallRoutine(GetPlayerOwner(),"dmFadeout"); GetPlayerOwner().StopAllMusic( 1.0 ); } function PlayMusic( string Song ) { StopMusic(); GetPlayerOwner().PlayMusic( Song, 0.0 ); } function PlayMusic_Credits() { PlayMusic("CreditsMusic.ogg"); } // Save/Load Game Info function string GetSaveGameName0() { return QuickSaveText @ GetSaveGameName(0); } function string GetSaveGameName1() { return QuickSaveText @ GetSaveGameName(1); } function string GetSaveGameName2() { return GetSaveGameName(2); } function string GetSaveGameName3() { return GetSaveGameName(3); } function string GetSaveGameName4() { return GetSaveGameName(4); } function string GetSaveGameName5() { return GetSaveGameName(5); } function string GetSaveGameName6() { return GetSaveGameName(6); } function string GetSaveGameName7() { return GetSaveGameName(7); } function string GetSaveGameName8() { return GetSaveGameName(8); } function string GetSaveGameName9() { return GetSaveGameName(9); } function string GetSaveGameName(int Slot) { local LevelDesc Desc; Desc = LevelDescCache[Slot]; if(Desc==None) return EmptySlotText; else return Desc.MapName; } function LoadLevelDescriptions() { local int i; for(i=0;i<ArrayCount(LevelDescCache);i++) LevelDescCache[i]=LevelDesc(DynamicLoadObject("Save"$i$".Description",class'LevelDesc')); } function ClearLoadCache( LevelDesc Exclude ) { local int i; for(i=0;i<ArrayCount(LevelDescCache);i++) { if( LevelDescCache[i]!=None ) { if( LevelDescCache[i]!=Exclude ) { ResetLoaders(LevelDescCache[i].Outer,false,true); //LevelDescCache[i].Delete(); } LevelDescCache[i]=None; } } } function string GetSaveGameDate0() { return GetSaveGameDate(0); } function string GetSaveGameDate1() { return GetSaveGameDate(1); } function string GetSaveGameDate2() { return GetSaveGameDate(2); } function string GetSaveGameDate3() { return GetSaveGameDate(3); } function string GetSaveGameDate4() { return GetSaveGameDate(4); } function string GetSaveGameDate5() { return GetSaveGameDate(5); } function string GetSaveGameDate6() { return GetSaveGameDate(6); } function string GetSaveGameDate7() { return GetSaveGameDate(7); } function string GetSaveGameDate8() { return GetSaveGameDate(8); } function string GetSaveGameDate9() { return GetSaveGameDate(9); } function string GetSaveGameDate(int Slot) { local LevelDesc Desc; Desc = LevelDescCache[Slot]; if(Desc?) return Desc.SaveDate; else return ""; } function array<string> GetSaveGameDescription0() { return GetSaveGameDescription(0); } function array<string> GetSaveGameDescription1() { return GetSaveGameDescription(1); } function array<string> GetSaveGameDescription2() { return GetSaveGameDescription(2); } function array<string> GetSaveGameDescription3() { return GetSaveGameDescription(3); } function array<string> GetSaveGameDescription4() { return GetSaveGameDescription(4); } function array<string> GetSaveGameDescription5() { return GetSaveGameDescription(5); } function array<string> GetSaveGameDescription6() { return GetSaveGameDescription(6); } function array<string> GetSaveGameDescription7() { return GetSaveGameDescription(7); } function array<string> GetSaveGameDescription8() { return GetSaveGameDescription(8); } function array<string> GetSaveGameDescription9() { return GetSaveGameDescription(9); } function array<string> GetSaveGameDescription(int Slot) { local int i; local array<string> Text; local LevelDesc Desc; Desc = LevelDescCache[Slot]; if(Desc==None) { Text.length=1; Text[i++]="Description not available."; } else { Text.length=11; Text[i++]=Desc.Description; Text[i++]=Desc.Objectives; Text[i++]=" "; Text[i++]=Desc.SaveDate; Text[i++]="Health:" @ Desc.Health; Text[i++]="Shields:" @ Desc.Shields; Text[i++]="Weapons:" @ Desc.Weapons; Text[i++]="Artifacts:" @ Desc.Artifacts; Text[i++]="Complete:" @ Desc.Complete; Text[i++]="Elapsed time:" @ Desc.ElapsedTime; Text[i++]="Secrets:" @ Desc.Secrets; } return Text; } function SaveGameSlot0() { SaveGameSlot(0); } // Fix ARL: Ask user for confirmation. function SaveGameSlot1() { SaveGameSlot(1); } function SaveGameSlot2() { SaveGameSlot(2); } function SaveGameSlot3() { SaveGameSlot(3); } function SaveGameSlot4() { SaveGameSlot(4); } function SaveGameSlot5() { SaveGameSlot(5); } function SaveGameSlot6() { SaveGameSlot(6); } function SaveGameSlot7() { SaveGameSlot(7); } function SaveGameSlot8() { SaveGameSlot(8); } function SaveGameSlot9() { SaveGameSlot(9); } function QuickSave() { bNoResetMenus=true; SaveGameSlot(0); bNoResetMenus=false; } function QuickLoad() { bNoResetMenus=true; LoadGameSlot(0); bNoResetMenus=false; } function NULL(); function bool QuickLoadExists(){ return FileSize("..\\Save\\Save0.usa")>=0; } function ResetMenus(){ if(!bNoResetMenus) class'UIConsole'.static.SendEvent("ResetMenus"); } function SaveGameSlot(int Slot) { local U2PlayerController Player; local LevelInfo Info; local LevelDesc Desc; ResetMenus(); Player = U2PlayerController(GetPlayerOwner()); Info = Player.Level; Desc = Info.GetLevelDesc(); Player.PauseAudio( false ); ClearLoadCache(Desc); if (Desc.MapName=="") Desc.MapName="Untitled"; else Desc.MapName=Player.Level.Game.GetCustomMapName( Desc.MapName ); Desc.SaveDate = ConstructDate(Info); Desc.Health = Player.GetHealthString(); Desc.Shields = Player.GetPowerSuitPowerString() $"/"$ Player.GetPowerSuitMaxString(); Desc.Weapons = Player.GetWeaponString(); Desc.Artifacts = Player.GetArtifactString(); Desc.Complete = "not implemented"; Desc.ElapsedTime = string(Info.TimeSeconds); Desc.Secrets = "not implemented"; ConsoleCommand("SaveGame"@Slot); LoadLevelDescriptions(); Player.UnPauseAudio(); } function string ConstructDate( LevelInfo Info ) { local string Date,L,R; Date = Localize( "General", "DateFormat", "U2Menus" ); if( Split( Date, "YEAR", L, R ) ) Date = L $ PadNum(Info.Year) $ R; if( Split( Date, "MONTH", L, R ) ) Date = L $ PadNum(Info.Month) $ R; if( Split( Date, "DAY", L, R ) ) Date = L $ PadNum(Info.Day) $ R; if( Split( Date, "HOUR", L, R ) ) Date = L $ PadNum(Info.Hour) $ R; if( Split( Date, "MINUTE", L, R ) ) Date = L $ PadNum(Info.Minute) $ R; if( Split( Date, "SECOND", L, R ) ) Date = L $ PadNum(Info.Second) $ R; return Date; } function string PadNum(int N){ if(N<10) return "0"$N; else return string(N); } function string CurrentDate(){ return ConstructDate(GetPlayerOwner().Level); } function LoadGameSlot0() { LoadGameSlot(0); } function LoadGameSlot1() { LoadGameSlot(1); } function LoadGameSlot2() { LoadGameSlot(2); } function LoadGameSlot3() { LoadGameSlot(3); } function LoadGameSlot4() { LoadGameSlot(4); } function LoadGameSlot5() { LoadGameSlot(5); } function LoadGameSlot6() { LoadGameSlot(6); } function LoadGameSlot7() { LoadGameSlot(7); } function LoadGameSlot8() { LoadGameSlot(8); } function LoadGameSlot9() { LoadGameSlot(9); } function LoadGameSlot(int Slot) { GetPlayerOwner().StopSound( None ); // stop all sounds if (LevelDescCache[Slot]==None) // make sure description is loaded (for cases like quick save which don't go through the load menu). LevelDescCache[Slot]=LevelDesc(DynamicLoadObject("Save"$Slot$".Description",class'LevelDesc')); if (LevelDescCache[Slot]!=None) { ResetMenus(); GetPlayerOwner().ClientTravel("?load="$Slot,TRAVEL_Absolute,false); } } function texture GetSaveGameImage0() { return GetSaveGameImage(0); } function texture GetSaveGameImage1() { return GetSaveGameImage(1); } function texture GetSaveGameImage2() { return GetSaveGameImage(2); } function texture GetSaveGameImage3() { return GetSaveGameImage(3); } function texture GetSaveGameImage4() { return GetSaveGameImage(4); } function texture GetSaveGameImage5() { return GetSaveGameImage(5); } function texture GetSaveGameImage6() { return GetSaveGameImage(6); } function texture GetSaveGameImage7() { return GetSaveGameImage(7); } function texture GetSaveGameImage8() { return GetSaveGameImage(8); } function texture GetSaveGameImage9() { return GetSaveGameImage(9); } function texture GetSaveGameImage(int Slot) { local LevelDesc Desc; local texture ScreenShot; Desc = LevelDescCache[Slot]; if(Desc!=None) ScreenShot=Desc.ScreenShot; return ScreenShot; } /* var InternetInfo Receiver; function JoinFirstServer() { blah(); GetPlayerOwner().ConsoleCommand("open "$Receiver.GetBeaconAddress(0)); } function string GetServerAddress( int i ) { blah(); return Receiver.GetBeaconAddress(i); } function string GetServerName( int i ) { blah(); return Receiver.GetBeaconText(i); } function array<string> GetBeaconAddressList() { blah(); return Receiver.GetBeaconAddressList(); } function JoinServer( string S ) { GetPlayerOwner().ConsoleCommand("open "$S); } function blah() { if( Receiver==None ) Receiver = GetPlayerOwner().Spawn( class<InternetInfo>(DynamicLoadObject("IpDrv.ClientBeaconReceiver", class'Class')) ); } */ simulated function array<string> GetObjectives() { return U2GameInfo(GetPlayerOwner().Level.Game).GetObjectives(); } // Tutorial stuff //!!ARL/MB (mdf) getting accessed nones with these... function string TutorialGetPlayerName() { if( U2TutorialGameInfo(GetPlayerOwner().Level.Game) != None ) return U2TutorialGameInfo(GetPlayerOwner().Level.Game).GetPlayerName(); else return ""; } function string TutorialGetOpponentName() { if( U2TutorialGameInfo(GetPlayerOwner().Level.Game) != None ) return U2TutorialGameInfo(GetPlayerOwner().Level.Game).GetOpponentName(); else return ""; } function string TutorialGetPlayerScore() { if( U2TutorialGameInfo(GetPlayerOwner().Level.Game) != None ) return U2TutorialGameInfo(GetPlayerOwner().Level.Game).GetPlayerScoreStr(); else return ""; } function string TutorialGetOpponentScore() { if( U2TutorialGameInfo(GetPlayerOwner().Level.Game) != None ) return U2TutorialGameInfo(GetPlayerOwner().Level.Game).GetOpponentScoreStr(); else return ""; } defaultproperties { EmptySlotText="Empty Slot" QuickSaveText="QuickSave:" ApplySettingsText="Applying settings..." } |
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