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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(), or to modify, remove, // or replace all other actors when they are spawned with CheckRelevance(), which // is called from the PreBeginPlay() function of all actors except those (Decals, // Effects and Projectiles for performance reasons) which have bGameRelevant==true. // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class Mutator extends Info native abstract; var Mutator NextMutator; /** list of groups this mutator is in. Mutators that share any group cannot be activated simultaneously */ var() array<string> GroupNames; var bool bUserAdded; /* Don't call Actor PreBeginPlay() for Mutator */ event PreBeginPlay() { if ( !MutatorIsAllowed() ) Destroy(); } function bool MutatorIsAllowed() { return !WorldInfo.IsDemoBuild(); } event Destroyed() { WorldInfo.Game.RemoveMutator(self); Super.Destroyed(); } function Mutate(string MutateString, PlayerController Sender) { if ( NextMutator != None ) NextMutator.Mutate(MutateString, Sender); } 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); } function AddMutator(Mutator M) { if ( NextMutator == None ) NextMutator = M; else NextMutator.AddMutator(M); } /* 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) { local bool bResult; bResult = CheckReplacement(Other); if ( bResult && (NextMutator != None) ) bResult = NextMutator.IsRelevant(Other); return bResult; } function bool CheckRelevance(Actor Other) { local bool bResult; if ( AlwaysKeep(Other) ) return true; // allow mutators to remove actors bResult = IsRelevant(Other); return bResult; } /** * Returns true to keep this actor */ function bool CheckReplacement(Actor Other) { return true; } // // server querying // function GetServerDetails( out GameInfo.ServerResponseLine ServerState ) { // append the mutator name. local int i; i = ServerState.ServerInfo.Length; ServerState.ServerInfo.Length = i+1; ServerState.ServerInfo[i].Key = "Mutator"; ServerState.ServerInfo[i].Value = GetHumanReadableName(); } function GetServerPlayers( out GameInfo.ServerResponseLine ServerState ) { } // jmw - Allow mod authors to hook in to the %X var parsing function string ParseChatPercVar(Controller Who, string Cmd) { if (NextMutator !=None) Cmd = NextMutator.ParseChatPercVar(Who,Cmd); return Cmd; } function NotifyLogout(Controller Exiting) { if ( NextMutator != None ) NextMutator.NotifyLogout(Exiting); } function NotifyLogin(Controller NewPlayer) { if ( NextMutator != None ) NextMutator.NotifyLogin(NewPlayer); } function bool AllowChangeTeam(Controller Other, out int num, bool bNewTeam) { if (NextMutator != none) return NextMutator.AllowChangeTeam(Other, num, bNewTeam); return True; } function NotifySetTeam(Controller Other, TeamInfo OldTeam, TeamInfo NewTeam, bool bNewTeam) { if (NextMutator != None) NextMutator.NotifySetTeam(Other, OldTeam, NewTeam, bNewTeam); } function bool AllowBecomeActivePlayer(PlayerController P) { if (NextMutator != None) return NextMutator.AllowBecomeActivePlayer(P); return True; } function bool AllowBecomeSpectator(PlayerController P) { if (NextMutator != None) return NextMutator.AllowBecomeSpectator(P); return True; } function NotifyBecomeActivePlayer(PlayerController Player) { if (NextMutator != none) NextMutator.NotifyBecomeActivePlayer(Player); } function NotifyBecomeSpectator(PlayerController Player) { if (NextMutator != none) NextMutator.NotifyBecomeSpectator(Player); } function DriverEnteredVehicle(Vehicle V, Pawn P) { if ( NextMutator != None ) NextMutator.DriverEnteredVehicle(V, P); } function bool CanLeaveVehicle(Vehicle V, Pawn P) { if ( NextMutator != None ) return NextMutator.CanLeaveVehicle(V, P); return true; } function DriverLeftVehicle(Vehicle V, Pawn P) { if ( NextMutator != None ) NextMutator.DriverLeftVehicle(V, P); } /** * This function can be used to parse the command line parameters when a server * starts up */ function InitMutator(string Options, out string ErrorMessage) { if (NextMutator != None) { NextMutator.InitMutator(Options, ErrorMessage); } } /** called on the server during seamless level transitions to get the list of Actors that should be moved into the new level * PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list * (i.e. Object.Outer == Actor in the list) * are all automatically moved regardless of whether they're included here * only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) * this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game) * @param bToEntry true if we are going from old level -> entry, false if we are going from entry -> new level * @param ActorList (out) list of actors to maintain */ function GetSeamlessTravelActorList(bool bToEntry, out array<Actor> ActorList) { // by default, keep ourselves around until we switch to the new level if (bToEntry) { ActorList[ActorList.length] = self; } if (NextMutator != None) { NextMutator.GetSeamlessTravelActorList(bToEntry, ActorList); } } defaultproperties { Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Info:Sprite' ObjectArchetype=SpriteComponent'Engine.Default__Info:Sprite' End Object Components(0)=Sprite CollisionType=COLLIDE_CustomDefault Name="Default__Mutator" ObjectArchetype=Info'Engine.Default__Info' } |
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