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/** * This action retrieves the privilege level for a user. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIAction_GetPrivilegeLevel extends UIAction native(inherit); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Different actions that each have their own privilege level. */ enum EFeaturePrivilegeMode { FPM_Online, FPM_Chat, FPM_DownloadUserContent, FPM_PurchaseContent }; /** Player to get privilege level for. */ var() int PlayerID; /** Which action to get the level for. */ var() EFeaturePrivilegeMode PrivMode; /** @return Returns the player's current login status enum using the online subsystem. */ event EFeaturePrivilegeLevel GetPrivilegeLevel(int ControllerID) { local EFeaturePrivilegeLevel Result; local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; Result = FPL_Disabled; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { switch(PrivMode) { case FPM_Online: Result = PlayerInterface.CanPlayOnline(ControllerID); break; case FPM_Chat: Result = PlayerInterface.CanCommunicate(ControllerID); break; case FPM_DownloadUserContent: Result = PlayerInterface.CanDownloadUserContent(ControllerID); break; case FPM_PurchaseContent: Result = PlayerInterface.CanPurchaseContent(ControllerID); break; } } } return Result; } defaultproperties { bAutoActivateOutputLinks=False OutputLinks(0)=(LinkDesc="Disabled") OutputLinks(1)=(LinkDesc="Enabled for Friends Only") OutputLinks(2)=(LinkDesc="Enabled") ObjName="Get Privilege Level" ObjCategory="Online" Name="Default__UIAction_GetPrivilegeLevel" ObjectArchetype=UIAction'Engine.Default__UIAction' } |
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