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Engine.SeqCond_IsLoggedIn


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

/** Used to determine how many players are currently logged in */
class SeqCond_IsLoggedIn extends SequenceCondition
	native(Sequence);

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/** The number of users that need to be logged in for it to activate as true */
var() int NumNeededLoggedIn;

/**
 * Checks with the OnlineSubsystem to determine if there are enough people logged in
 */
event bool CheckLogins()
{
	local int LoggedInCount;
	local int Count;
	local OnlineSubsystem OnlineSub;
	local OnlinePlayerInterface PlayerInt;

	OnlineSub = class'GameEngine'.static.GetOnlineSubsystem();
	if (OnlineSub != None)
	{
		PlayerInt = OnlineSub.PlayerInterface;
		if (PlayerInt != None)
		{
			// Check for the number they need
			for (Count = 0; Count < NumNeededLoggedIn; Count++)
			{
				// Local or online login is fine
				if (PlayerInt.GetLoginStatus(Count) >= LS_UsingLocalProfile)
				{
					LoggedInCount++;
				}
			}
		}
	}
	return LoggedInCount >= NumNeededLoggedIn;
}

defaultproperties
{
   OutputLinks(0)=(LinkDesc="True")
   OutputLinks(1)=(LinkDesc="False")
   VariableLinks(0)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="NeededLoggedIn",PropertyName="NumNeededLoggedIn",MinVars=1,MaxVars=255)
   ObjName="Is Logged In"
   Name="Default__SeqCond_IsLoggedIn"
   ObjectArchetype=SequenceCondition'Engine.Default__SequenceCondition'
}

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Class file time: tr 31-1-2018 17:18:08.000 - Creation time: sk 18-3-2018 10:01:13.277 - Created with UnCodeX