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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class OnlineSubsystemGameSpy extends OnlineSubsystemCommonImpl native implements(OnlinePlayerInterface,OnlineVoiceInterface,OnlineStatsInterface,OnlineSystemInterface,OnlineAccountInterface,OnlineNewsInterface,OnlinePlayerInterfaceEx) config(Engine); /** Pointer to the object that handles the game interface */ var const OnlineGameInterfaceGameSpy CachedGameInt; /** The name to use for local profiles */ var const localized string LocalProfileName; /** The name of the player that is logged in */ var const string LoggedInPlayerName; /** The unique id of the logged in player */ var const UniqueNetId LoggedInPlayerId; /** Whether a login is in progress or not */ var const bool bIsLoginInProcess; /** * Store the password temporarily during the login attempt for the login certificate request * Clear it as soon as it is used */ var const string LoggedInPlayerPassword; /** The number of the player that called the login function */ var const int LoggedInPlayerNum; /** The current login status for the player */ var const ELoginStatus LoggedInStatus; /** The auth token (when doing remote auth) */ var const string RemoteAuthToken; /** The partner challenge (when doing remote auth) */ var const string RemoteAuthPartnerChallenge; /** * This is the array of pending async tasks. Each tick these tasks are checked * for completion. If complete, the delegate associated with them is called */ var native const array<pointer> AsyncTasks{FOnlineAsyncTaskGameSpy}; /** The directory profile data should be stored in */ var const string ProfileDataDirectory; /** The file extension to use when saving profile data */ var const string ProfileDataExtension; /** The file extension to use when saving message data */ var const string ProfileMessageDataExtension; struct native PerUserProfileDelegates { /** The array of delegates that notify read completion of profile data */ var array<delegate<OnReadProfileSettingsComplete> > Delegates; }; /** Holds callbacks for up to 4 splitscreen players */ var PerUserProfileDelegates PerUserReadProfileSettings[4]; /** The array of delegates that notify write completion of profile data */ var array<delegate<OnWriteProfileSettingsComplete> > WriteProfileSettingsDelegates; /** Since the static array of dynamic array syntax appears to be broken */ struct native PerUserDelegateLists { /** The array of delegates for notifying when an achievement write has completed */ var array<delegate<OnUnlockAchievementComplete> > AchievementDelegates; }; /** Per user array of array of delegates */ var PerUserDelegateLists PerUserDelegates[4]; /** The cached profile for the player */ var OnlineProfileSettings CachedProfile; /** List of callbacks to notify when speech recognition is complete */ var array<delegate<OnRecognitionComplete> > SpeechRecognitionCompleteDelegates; /** The array of delegates that notify read completion of the friends list data */ var array<delegate<OnReadFriendsComplete> > ReadFriendsDelegates; /** The array of delegates that notify that the friends list has changed */ var array<delegate<OnFriendsChange> > FriendsChangeDelegates; /** The array of delegates that notify that the mute list has changed */ var array<delegate<OnMutingChange> > MutingChangeDelegates; /** This is the list of requested delegates to fire when a login fails to process */ var array<delegate<OnLoginChange> > LoginChangeDelegates; /** This is the list of requested delegates to fire when a login fails to process */ var array<delegate<OnLoginFailed> > LoginFailedDelegates; /** This is the list of requested delegates to fire when a logout completes */ var array<delegate<OnLogoutCompleted> > LogoutCompletedDelegates; /** This is the list of requested delegates to fire when an account create completes */ var array<delegate<OnCreateOnlineAccountCompleted> > AccountCreateDelegates; /** This list is used to notify the game when a player is talking */ var array<delegate<OnPlayerTalking> > PlayerTalkingDelegates; /** This is the list of delegates requesting notification when a stats read finishes */ var array<delegate<OnReadOnlineStatsComplete> > ReadOnlineStatsCompleteDelegates; /** The list of delegates to notify when the stats flush is complete */ var array<delegate<OnFlushOnlineStatsComplete> > FlushOnlineStatsDelegates; /** The list of delegates to notify when the content announcement read is complete */ var array<delegate<OnReadContentAnnouncementsCompleted> > ReadContentAnnouncementsDelegates; /** The list of delegates to notify when the news read is complete */ var array<delegate<OnReadGameNewsCompleted> > ReadGameNewsDelegates; /** This is the list of delegates requesting notification GameSpy's connection state changes */ var array<delegate<OnConnectionStatusChange> > ConnectionStatusChangeDelegates; /** This is the list of delegates requesting notification of controller status changes */ var array<delegate<OnControllerChange> > ControllerChangeDelegates; /** This is the list of delegates requesting notification of network link status changes */ var array<delegate<OnLinkStatusChange> > LinkStatusDelegates; /** The types of global muting we support */ enum EMuteType { MUTE_None, MUTE_AllButFriends, MUTE_All }; /** Adds to the local talker definition so we can support muting */ struct native LocalTalkerGS extends LocalTalker { var EMuteType MuteType; }; /** Holds the local talker information for the single signed in player */ var LocalTalkerGS CurrentLocalTalker; /** This is the list of remote talkers */ var array<RemoteTalker> RemoteTalkers; /** Stores a handle to the GP instance */ var native const transient private pointer GPHandle{void}; /** Stores a handle to the Sake instance */ var native const transient private pointer SakeHandle{struct SAKEInternal}; /** Stores a handle to the SC (stats & competition) SDK */ var native const transient private pointer SCHandle{void}; /** Stores a login certificate */ var native const transient private pointer LoginCertificate{GSLoginCertificate}; /** Stores the login private data */ var native const transient private pointer LoginPrivateData{GSLoginPrivateData}; /** Stores the Sake recordid associated with the player's profile */ var const int SakeProfileRecordID; /** Identifies the GameSpy game*/ var const int GameID; /** Identifies the GameSpy product */ var const int ProductID; /** Identifies the login namespace */ var const int NamespaceID; /** Identifies the login partner */ var const int PartnerID; /** The currently outstanding stats read request */ var const OnlineStatsRead CurrentStatsRead; /** This should match the version configured through the GameSpy stats admin site */ var const int StatsVersion; /** The stats key id for the nickname */ var const int NickStatsKeyId; /** The stats key id for the player's place in the match */ var const int PlaceStatsKeyId; /** The stats key id for the UT duel game type *HACK* */ var const int DuelStatsKeyId; /** Where to read the daily news from */ var const localized string NewsUrl; /** Where to read the content announcements from */ var const localized string ContentAnnouncementsUrl; /** The cached news string (todo make multilogin work) */ var const string CachedNews; /** The cached news string (todo make multilogin work) */ var const string CachedContentAnnouncements; /** * Maps a view and property to a gamespy stats key * If only PropertyId is 0, then this is the KeyId for the View itself */ struct native ViewPropertyToKeyId { /** The id of the view */ var int ViewId; /** The id of the property */ var int PropertyId; /** The id of the gamespy stats key */ var int KeyId; }; /** Mappings of views and properties to gamespy stats keys */ var const array<ViewPropertyToKeyId> StatsKeyMappings; /** This holds a single stat waiting to be written out */ struct native PlayerStat { /** The GameSpy key for this stat */ var int KeyId; /** The stat's value */ var const SettingsData Data; }; /** This stores the stats for a single player before being written out to the backend */ struct native PendingPlayerStats { /** The player for which stats are being written */ var const UniqueNetId Player; /** The name of the player to report with */ var const string PlayerName; /** This is a per-player guid that needs to be passed to the backend */ var const string StatGuid; /** The stats for this player */ var const array<PlayerStat> Stats; /** The score for this player */ var const OnlinePlayerScore Score; /** This player's place when sorted against the other players. Calculated at reporting time */ var const string Place; }; /** Stats are stored in this array while waiting for FlushOnlineStats() */ var const array<PendingPlayerStats> PendingStats; /** Holds the results of async keyboard input */ var const string KeyboardResultsString; /** Whether the user canceled keyboard input or not */ var const byte bWasKeyboardInputCanceled; /** Whether the keyboard needs to be ticked */ var const bool bNeedsKeyboardTicking; /** This is the list of requested delegates to fire when keyboard UI has completed */ var array<delegate<OnKeyboardInputComplete> > KeyboardInputDelegates; /** This is the list of requested delegates to fire when a friend invite is received */ var array<delegate<OnFriendInviteReceived> > FriendInviteReceivedDelegates; /** This is the list of requested delegates to fire when a friend message is received */ var array<delegate<OnFriendMessageReceived> > FriendMessageReceivedDelegates; /** This is the list of requested delegates to fire when a friend by name invite has completed*/ var array<delegate<OnAddFriendByNameComplete> > AddFriendByNameCompleteDelegates; /** Used by the async add friend by name function */ var const string CachedFriendMessage; /** * The list of location strings that are ok to accept invites for. Used mostly * the different platform skus use different location strings. */ var const array<string> LocationUrlsForInvites; /** The URL to send as the location string */ var const string LocationUrl; /** The list of subscribers for game invite events */ var array<delegate<OnReceivedGameInvite> > ReceivedGameInviteDelegates; /** Holds the list of delegates that are interested in receiving join friend completions */ var array<delegate<OnJoinFriendGameComplete> > JoinFriendGameCompleteDelegates; /** This is the list of requested delegates to fire when a host registration is complete */ var array<delegate<OnRegisterHostStatGuidComplete> > RegisterHostStatGuidCompleteDelegates; /** The list of friend messages received while the game was running */ var array<OnlineFriendMessage> CachedFriendMessages; /** Holds the items used to map an online status string to its format string */ struct native OnlineStatusMapping { /** The id of the status string */ var int StatusId; /** The format string to use to apply the passed in properties/strings */ var localized string StatusString; }; /** Holds the set of status strings for the specified game */ var const config array<OnlineStatusMapping> StatusMappings; /** This is the default online status to use in status updates */ var const localized string DefaultStatus; /** The message to use for game invites */ var const localized string GameInviteMessage; /** Pointer to the PS3 specific data needed by GameSpy for single sign on */ var const native transient pointer NpData{FNpData}; /** Struct to hold current and previous frame's game state */ struct native ControllerConnectionState { /** Whether the controller is connected or not */ var const int bIsControllerConnected; /** Last frame's version of the above */ var const int bLastIsControllerConnected; }; /** Upto 4 player split screen support */ var ControllerConnectionState ControllerStates[4]; /** Whether the last frame has connection status or not */ var bool bLastHasConnection; /** The amount of time to elapse before checking for connection status change */ var float ConnectionPresenceTimeInterval; /** Used to check when to verify connection status */ var float ConnectionPresenceElapsedTime; /** Whether the stats session is ok to add stats to etc */ var bool bIsStatsSessionOk; /** Holds the product key in its encrypted form */ var private const config string EncryptedProductKey; /** Whether the user has created a GameSpy account or not */ var private const config bool bHasGameSpyAccount; /** An ever incrementing number assigned to auth requests */ var const transient int NextAuthId; /** Holds the server auth challenge */ var const string ServerChallenge; /** Holds the server auth response */ var const string ServerResponse; /** Holds the server auth local id */ var const int ServerLocalId; /** Holds the set of people that are muted by the currently logged in player */ var const array<UniqueNetId> MuteList; /** The IP address of the STUN server to talk to */ var const config array<string> StunServerAddress; /** The STUN object to query for NAT information */ var const native transient pointer StunClient{FSTUNClient}; /** Whether the STUN lookup has completed or not */ var const bool bIsStunDone; /** * Called from engine start up code to allow the subsystem to initialize * * @return TRUE if the initialization was successful, FALSE otherwise */ native event bool Init(); /** * Delegate used in login notifications */ delegate OnLoginChange(); /** * Delegate used to notify when a login request was cancelled by the user */ delegate OnLoginCancelled(); /** * Delegate used in mute list change notifications */ delegate OnMutingChange(); /** * Delegate used in friends list change notifications */ delegate OnFriendsChange(); /** * Displays the UI that prompts the user for their login credentials. Each * platform handles the authentication of the user's data. * * @param bShowOnlineOnly whether to only display online enabled profiles or not * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowLoginUI(optional bool bShowOnlineOnly = false); /** * Logs the player into the online service. If this fails, it generates a * OnLoginFailed notification * * @param LocalUserNum the controller number of the associated user * @param LoginName the unique identifier for the player * @param Password the password for this account * @param bWantsLocalOnly whether the player wants to sign in locally only or not * * @return true if the async call started ok, false otherwise */ native function bool Login(byte LocalUserNum,string LoginName,string Password,optional bool bWantsLocalOnly); /** * Logs the player into the online service using parameters passed on the * command line. Expects -Login=<UserName> -Password=<password>. If either * are missing, the function returns false and doesn't start the login * process * * @return true if the async call started ok, false otherwise */ native function bool AutoLogin(); /** * Delegate used in notifying the UI/game that the manual login failed * * @param LocalUserNum the controller number of the associated user * @param ErrorCode the async error code that occurred */ delegate OnLoginFailed(byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode); /** * Sets the delegate used to notify the gameplay code that a login failed * * @param LocalUserNum the controller number of the associated user * @param LoginDelegate the delegate to use for notifications */ function AddLoginFailedDelegate(byte LocalUserNum,delegate<OnLoginFailed> LoginFailedDelegate) { // Add this delegate to the array if not already present if (LoginFailedDelegates.Find(LoginFailedDelegate) == INDEX_NONE) { LoginFailedDelegates[LoginFailedDelegates.Length] = LoginFailedDelegate; } } /** * Removes the specified delegate from the notification list * * @param LocalUserNum the controller number of the associated user * @param LoginDelegate the delegate to use for notifications */ function ClearLoginFailedDelegate(byte LocalUserNum,delegate<OnLoginFailed> LoginFailedDelegate) { local int RemoveIndex; // Remove this delegate from the array if found RemoveIndex = LoginFailedDelegates.Find(LoginFailedDelegate); if (RemoveIndex != INDEX_NONE) { LoginFailedDelegates.Remove(RemoveIndex,1); } } /** * Signs the player out of the online service * * @param LocalUserNum the controller number of the associated user * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool Logout(byte LocalUserNum); /** * Delegate used in notifying the UI/game that the manual logout completed * * @param bWasSuccessful whether the async call completed properly or not */ delegate OnLogoutCompleted(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that a logout completed * * @param LocalUserNum the controller number of the associated user * @param LogoutDelegate the delegate to use for notifications */ function AddLogoutCompletedDelegate(byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate) { // Add this delegate to the array if not already present if (LogoutCompletedDelegates.Find(LogoutDelegate) == INDEX_NONE) { LogoutCompletedDelegates[LogoutCompletedDelegates.Length] = LogoutDelegate; } } /** * Removes the specified delegate from the notification list * * @param LocalUserNum the controller number of the associated user * @param LogoutDelegate the delegate to use for notifications */ function ClearLogoutCompletedDelegate(byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate) { local int RemoveIndex; // Remove this delegate from the array if found RemoveIndex = LogoutCompletedDelegates.Find(LogoutDelegate); if (RemoveIndex != INDEX_NONE) { LogoutCompletedDelegates.Remove(RemoveIndex,1); } } /** * Fetches the login status for a given player * * @param LocalUserNum the controller number of the associated user * * @return the enum value of their status */ native function ELoginStatus GetLoginStatus(byte LocalUserNum); /** * Gets the platform specific unique id for the specified player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the byte array that will receive the id * * @return TRUE if the call succeeded, FALSE otherwise */ function bool GetUniquePlayerId(byte LocalUserNum,out UniqueNetId PlayerId) { PlayerId = LoggedInPlayerId; return true; } /** * Reads the player's nick name from the online service * * @param LocalUserNum the controller number of the associated user * * @return a string containing the players nick name */ function string GetPlayerNickname(byte LocalUserNum) { return LoggedInPlayerName; } /** * Determines whether the player is allowed to play online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ native function EFeaturePrivilegeLevel CanPlayOnline(byte LocalUserNum); /** * Determines whether the player is allowed to use voice or text chat online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ native function EFeaturePrivilegeLevel CanCommunicate(byte LocalUserNum); /** * Determines whether the player is allowed to download user created content * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanDownloadUserContent(byte LocalUserNum) { return FPL_Enabled; } /** * Determines whether the player is allowed to buy content online * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanPurchaseContent(byte LocalUserNum) { return FPL_Enabled; } /** * Determines whether the player is allowed to view other people's player profile * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanViewPlayerProfiles(byte LocalUserNum) { return FPL_Enabled; } /** * Determines whether the player is allowed to have their online presence * information shown to remote clients * * @param LocalUserNum the controller number of the associated user * * @return the Privilege level that is enabled */ function EFeaturePrivilegeLevel CanShowPresenceInformation(byte LocalUserNum) { return FPL_Enabled; } /** * Checks that a unique player id is part of the specified user's friends list * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being checked * * @return TRUE if a member of their friends list, FALSE otherwise */ native function bool IsFriend(byte LocalUserNum,UniqueNetId PlayerId); /** * Checks that whether a group of player ids are among the specified player's * friends * * @param LocalUserNum the controller number of the associated user * @param Query an array of players to check for being included on the friends list * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool AreAnyFriends(byte LocalUserNum,out array<FriendsQuery> Query); /** * Checks that a unique player id is on the specified user's mute list * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being checked * * @return TRUE if the player should be muted, FALSE otherwise */ function bool IsMuted(byte LocalUserNum,UniqueNetId PlayerId); /** * Displays the UI that shows a user's list of friends * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowFriendsUI(byte LocalUserNum); /** * Sets the delegate used to notify the gameplay code that a login changed * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function AddLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255) { // Add this delegate to the array if not already present if (LoginChangeDelegates.Find(LoginDelegate) == INDEX_NONE) { LoginChangeDelegates[LoginChangeDelegates.Length] = LoginDelegate; } } /** * Removes the specified delegate from the notification list * * @param LoginDelegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function ClearLoginChangeDelegate(delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255) { local int RemoveIndex; // Remove this delegate from the array if found RemoveIndex = LoginChangeDelegates.Find(LoginDelegate); if (RemoveIndex != INDEX_NONE) { LoginChangeDelegates.Remove(RemoveIndex,1); } } /** * Adds a delegate to the list of delegates that are fired when a login is cancelled * * @param CancelledDelegate the delegate to add to the list */ function AddLoginCancelledDelegate(delegate<OnLoginCancelled> CancelledDelegate); /** * Removes the specified delegate from the notification list * * @param CancelledDelegate the delegate to remove fromt he list */ function ClearLoginCancelledDelegate(delegate<OnLoginCancelled> CancelledDelegate); /** * Sets the delegate used to notify the gameplay code that a muting list changed * * @param MutingDelegate the delegate to use for notifications */ function AddMutingChangeDelegate(delegate<OnMutingChange> MutingDelegate) { // Add this delegate to the array if not already present if (MutingChangeDelegates.Find(MutingDelegate) == INDEX_NONE) { MutingChangeDelegates[MutingChangeDelegates.Length] = MutingDelegate; } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param FriendsDelegate the delegate to use for notifications */ function ClearMutingChangeDelegate(delegate<OnFriendsChange> MutingDelegate) { local int RemoveIndex; RemoveIndex = MutingChangeDelegates.Find(MutingDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { MutingChangeDelegates.Remove(RemoveIndex,1); } } /** * Sets the delegate used to notify the gameplay code that a friends list changed * * @param LocalUserNum the user to read the friends list of * @param FriendsDelegate the delegate to use for notifications */ function AddFriendsChangeDelegate(byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) { if (LocalUserNum == 0) { // Add this delegate to the array if not already present if (FriendsChangeDelegates.Find(FriendsDelegate) == INDEX_NONE) { FriendsChangeDelegates[FriendsChangeDelegates.Length] = FriendsDelegate; } } else { WarnInternal("Invalid user index ("$LocalUserNum$") specified for ClearFriendsChangeDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum the user to read the friends list of * @param FriendsDelegate the delegate to use for notifications */ function ClearFriendsChangeDelegate(byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate) { local int RemoveIndex; if (LocalUserNum == 0) { RemoveIndex = FriendsChangeDelegates.Find(FriendsDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { FriendsChangeDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid user index ("$LocalUserNum$") specified for ClearFriendsChangeDelegate()"); } } /** * Reads the online profile settings for a given user * * @param LocalUserNum the user that we are reading the data for * @param ProfileSettings the object to copy the results to and contains the list of items to read * * @return true if the call succeeds, false otherwise */ native function bool ReadProfileSettings(byte LocalUserNum,OnlineProfileSettings ProfileSettings); /** * Delegate used when the last read profile settings request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadProfileSettingsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last read request has completed * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to use for notifications */ function AddReadProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) { if (LocalUserNum >= 0 && LocalUserNum < 4) { // Add this delegate to the array if not already present if (PerUserReadProfileSettings[LocalUserNum].Delegates.Find(ReadProfileSettingsCompleteDelegate) == INDEX_NONE) { PerUserReadProfileSettings[LocalUserNum].Delegates[PerUserReadProfileSettings[LocalUserNum].Delegates.Length] = ReadProfileSettingsCompleteDelegate; } } else { WarnInternal("Invalid user index ("$LocalUserNum$") specified for AddReadProfileSettingsCompleteDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to find and clear */ function ClearReadProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate) { local int RemoveIndex; if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = PerUserReadProfileSettings[LocalUserNum].Delegates.Find(ReadProfileSettingsCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { PerUserReadProfileSettings[LocalUserNum].Delegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid user index ("$LocalUserNum$") specified for ClearReadProfileSettingsCompleteDelegate()"); } } /** * Returns the online profile settings for a given user * * @param LocalUserNum the user that we are reading the data for * * @return the profile settings object */ function OnlineProfileSettings GetProfileSettings(byte LocalUserNum) { if (LocalUserNum == 0) { return CachedProfile; } return None; } /** * Writes the online profile settings for a given user to the online data store * * @param LocalUserNum the user that we are writing the data for * @param ProfileSettings the list of settings to write out * * @return true if the call succeeds, false otherwise */ native function bool WriteProfileSettings(byte LocalUserNum,OnlineProfileSettings ProfileSettings); /** * Delegate used when the last write profile settings request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnWriteProfileSettingsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the last read request has completed * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to use for notifications */ function AddWriteProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) { if (LocalUserNum == 0) { // Add this delegate to the array if not already present if (WriteProfileSettingsDelegates.Find(WriteProfileSettingsCompleteDelegate) == INDEX_NONE) { WriteProfileSettingsDelegates[WriteProfileSettingsDelegates.Length] = WriteProfileSettingsCompleteDelegate; } } else { WarnInternal("Invalid user index ("$LocalUserNum$") specified for AddWriteProfileSettingsCompleteDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadProfileSettingsCompleteDelegate the delegate to find and clear */ function ClearWriteProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate) { local int RemoveIndex; if (LocalUserNum == 0) { RemoveIndex = WriteProfileSettingsDelegates.Find(WriteProfileSettingsCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { WriteProfileSettingsDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid user index ("$LocalUserNum$") specified for ClearWriteProfileSettingsCompleteDelegate()"); } } /** * Starts an blocking task that writes the array of friend messages out to disk * * @param LocalUserNum the user to write the messages for * * @return true if the write request was successful, false otherwise */ native function bool WriteFriendMessages(byte LocalUserNum); /** * Starts an blocking task that reads in the array of friend messages from disk * * @param LocalUserNum the user to read the messages for * * @return true if the read request was successful, false otherwise */ native function bool ReadFriendMessages(byte LocalUserNum, out array<OnlineFriendMessage> Messages); /** * Starts an async task that retrieves the list of friends for the player from the * online service. The list can be retrieved in whole or in part. * * @param LocalUserNum the user to read the friends list of * @param Count the number of friends to read or zero for all * @param StartingAt the index of the friends list to start at (for pulling partial lists) * * @return true if the read request was issued successfully, false otherwise */ native function bool ReadFriendsList(byte LocalUserNum,optional int Count,optional int StartingAt); /** * Delegate used when the friends read request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadFriendsComplete(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that the friends read request has completed * * @param LocalUserNum the user to read the friends list of * @param ReadFriendsCompleteDelegate the delegate to use for notifications */ function AddReadFriendsCompleteDelegate(byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) { if (LocalUserNum == 0) { // Add this delegate to the array if not already present if (ReadFriendsDelegates.Find(ReadFriendsCompleteDelegate) == INDEX_NONE) { ReadFriendsDelegates[ReadFriendsDelegates.Length] = ReadFriendsCompleteDelegate; } } else { WarnInternal("Invalid user index ("$LocalUserNum$") specified for AddReadFriendsCompleteDelegate()"); } } /** * Searches the existing set of delegates for the one specified and removes it * from the list * * @param LocalUserNum which user to watch for read complete notifications * @param ReadFriendsCompleteDelegate the delegate to find and clear */ function ClearReadFriendsCompleteDelegate(byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate) { local int RemoveIndex; if (LocalUserNum == 0) { RemoveIndex = ReadFriendsDelegates.Find(ReadFriendsCompleteDelegate); // Remove this delegate from the array if found if (RemoveIndex != INDEX_NONE) { ReadFriendsDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid user index ("$LocalUserNum$") specified for ClearReadFriendsCompleteDelegate()"); } } /** * Copies the list of friends for the player previously retrieved from the online * service. The list can be retrieved in whole or in part. * * @param LocalUserNum the user to read the friends list of * @param Friends the out array that receives the copied data * @param Count the number of friends to read or zero for all * @param StartingAt the index of the friends list to start at (for pulling partial lists) * * @return OERS_Done if the read has completed, otherwise one of the other states */ native function EOnlineEnumerationReadState GetFriendsList(byte LocalUserNum,out array<OnlineFriend> Friends,optional int Count,optional int StartingAt); /** * Registers the user as a talker * * @param LocalUserNum the local player index that is a talker * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool RegisterLocalTalker(byte LocalUserNum); /** * Unregisters the user as a talker * * @param LocalUserNum the local player index to be removed * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool UnregisterLocalTalker(byte LocalUserNum); /** * Registers a remote player as a talker * * @param PlayerId the unique id of the remote player that is a talker * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool RegisterRemoteTalker(UniqueNetId PlayerId); /** * Unregisters a remote player as a talker * * @param PlayerId the unique id of the remote player to be removed * * @return TRUE if the call succeeded, FALSE otherwise */ native function bool UnregisterRemoteTalker(UniqueNetId PlayerId); /** * Determines if the specified player is actively talking into the mic * * @param LocalUserNum the local player index being queried * * @return TRUE if the player is talking, FALSE otherwise */ native function bool IsLocalPlayerTalking(byte LocalUserNum); /** * Determines if the specified remote player is actively talking into the mic * NOTE: Network latencies will make this not 100% accurate * * @param PlayerId the unique id of the remote player being queried * * @return TRUE if the player is talking, FALSE otherwise */ native function bool IsRemotePlayerTalking(UniqueNetId PlayerId); /** * Determines if the specified player has a headset connected * * @param LocalUserNum the local player index being queried * * @return TRUE if the player has a headset plugged in, FALSE otherwise */ native function bool IsHeadsetPresent(byte LocalUserNum); /** * Sets the relative priority for a remote talker. 0 is highest * * @param LocalUserNum the user that controls the relative priority * @param PlayerId the remote talker that is having their priority changed for * @param Priority the relative priority to use (0 highest, < 0 is muted) * * @return TRUE if the function succeeds, FALSE otherwise */ native function bool SetRemoteTalkerPriority(byte LocalUserNum,UniqueNetId PlayerId,int Priority); /** * Mutes a remote talker for the specified local player. NOTE: This is separate * from the user's permanent online mute list * * @param LocalUserNum the user that is muting the remote talker * @param PlayerId the remote talker that is being muted * * @return TRUE if the function succeeds, FALSE otherwise */ native function bool MuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId); /** * Allows a remote talker to talk to the specified local player. NOTE: This call * will fail for remote talkers on the user's permanent online mute list * * @param LocalUserNum the user that is allowing the remote talker to talk * @param PlayerId the remote talker that is being restored to talking * * @return TRUE if the function succeeds, FALSE otherwise */ native function bool UnmuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId); /** * Called when a player is talking either locally or remote. This will be called * once for each active talker each frame. * * @param Player the player that is talking */ delegate OnPlayerTalking(UniqueNetId Player); /** * Adds a talker delegate to the list of notifications * * @param TalkerDelegate the delegate to call when a player is talking */ function AddPlayerTalkingDelegate(delegate<OnPlayerTalking> TalkerDelegate) { if (PlayerTalkingDelegates.Find(TalkerDelegate) == INDEX_NONE) { PlayerTalkingDelegates[PlayerTalkingDelegates.Length] = TalkerDelegate; } } /** * Removes a talker delegate to the list of notifications * * @param TalkerDelegate the delegate to remove from the notification list */ function ClearPlayerTalkingDelegate(delegate<OnPlayerTalking> TalkerDelegate) { local int RemoveIndex; RemoveIndex = PlayerTalkingDelegates.Find(TalkerDelegate); if (RemoveIndex != INDEX_NONE) { PlayerTalkingDelegates.Remove(RemoveIndex,1); } } /** * Tells the voice layer that networked processing of the voice data is allowed * for the specified player. This allows for push-to-talk style voice communication * * @param LocalUserNum the local user to allow network transimission for */ native function StartNetworkedVoice(byte LocalUserNum); /** * Tells the voice layer to stop processing networked voice support for the * specified player. This allows for push-to-talk style voice communication * * @param LocalUserNum the local user to disallow network transimission for */ native function StopNetworkedVoice(byte LocalUserNum); /** * Tells the voice system to start tracking voice data for speech recognition * * @param LocalUserNum the local user to recognize voice data for * * @return true upon success, false otherwise */ native function bool StartSpeechRecognition(byte LocalUserNum); /** * Tells the voice system to stop tracking voice data for speech recognition * * @param LocalUserNum the local user to recognize voice data for * * @return true upon success, false otherwise */ native function bool StopSpeechRecognition(byte LocalUserNum); /** * Gets the results of the voice recognition * * @param LocalUserNum the local user to read the results of * @param Words the set of words that were recognized by the voice analyzer * * @return true upon success, false otherwise */ native function bool GetRecognitionResults(byte LocalUserNum,out array<SpeechRecognizedWord> Words); /** * Called when speech recognition for a given player has completed. The * consumer of the notification can call GetRecognitionResults() to get the * words that were recognized */ delegate OnRecognitionComplete(); /** * Sets the speech recognition notification callback to use for the specified user * * @param LocalUserNum the local user to receive notifications for * @param RecognitionDelegate the delegate to call when recognition is complete */ function AddRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) { if (SpeechRecognitionCompleteDelegates.Find(RecognitionDelegate) == INDEX_NONE) { SpeechRecognitionCompleteDelegates[SpeechRecognitionCompleteDelegates.Length] = RecognitionDelegate; } } /** * Clears the speech recognition notification callback to use for the specified user * * @param LocalUserNum the local user to receive notifications for * @param RecognitionDelegate the delegate to call when recognition is complete */ function ClearRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate) { local int RemoveIndex; RemoveIndex = SpeechRecognitionCompleteDelegates.Find(RecognitionDelegate); if (RemoveIndex != INDEX_NONE) { SpeechRecognitionCompleteDelegates.Remove(RemoveIndex,1); } } /** * Changes the vocabulary id that is currently being used * * @param LocalUserNum the local user that is making the change * @param VocabularyId the new id to use * * @return true if successful, false otherwise */ native function bool SelectVocabulary(byte LocalUserNum,int VocabularyId); /** * Changes the object that is in use to the one specified * * @param LocalUserNum the local user that is making the change * @param SpeechRecogObj the new object use * * @param true if successful, false otherwise */ native function bool SetSpeechRecognitionObject(byte LocalUserNum,SpeechRecognition SpeechRecogObj); /** * Reads a set of stats for the specified list of players * * @param Players the array of unique ids to read stats for * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ native function bool ReadOnlineStats(const out array<UniqueNetId> Players,OnlineStatsRead StatsRead); /** * Reads a player's stats and all of that player's friends stats for the * specified set of stat views. This allows you to easily compare a player's * stats to their friends. * * @param LocalUserNum the local player having their stats and friend's stats read for * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * * @return TRUE if the call is successful, FALSE otherwise */ native function bool ReadOnlineStatsForFriends(byte LocalUserNum,OnlineStatsRead StatsRead); /** * Reads stats by ranking. This grabs the rows starting at StartIndex through * NumToRead and places them in the StatsRead object. * * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * @param StartIndex the starting rank to begin reads at (1 for top) * @param NumToRead the number of rows to read (clamped at 100 underneath) * * @return TRUE if the call is successful, FALSE otherwise */ native function bool ReadOnlineStatsByRank(OnlineStatsRead StatsRead,optional int StartIndex = 1,optional int NumToRead = 100); /** * Reads stats by ranking centered around a player. This grabs a set of rows * above and below the player's current rank * * @param LocalUserNum the local player having their stats being centered upon * @param StatsRead holds the definitions of the tables to read the data from and * results are copied into the specified object * @param NumRows the number of rows to read above and below the player's rank * * @return TRUE if the call is successful, FALSE otherwise */ native function bool ReadOnlineStatsByRankAroundPlayer(byte LocalUserNum,OnlineStatsRead StatsRead,optional int NumRows = 10); /** * Adds the delegate to a list used to notify the gameplay code that the stats read has completed * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) { if (ReadOnlineStatsCompleteDelegates.Find(ReadOnlineStatsCompleteDelegate) == INDEX_NONE) { ReadOnlineStatsCompleteDelegates[ReadOnlineStatsCompleteDelegates.Length] = ReadOnlineStatsCompleteDelegate; } } /** * Removes the delegate from the notify list * * @param ReadOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearReadOnlineStatsCompleteDelegate(delegate<OnReadOnlineStatsComplete> ReadOnlineStatsCompleteDelegate) { local int RemoveIndex; // Find it in the list RemoveIndex = ReadOnlineStatsCompleteDelegates.Find(ReadOnlineStatsCompleteDelegate); // Only remove if found if (RemoveIndex != INDEX_NONE) { ReadOnlineStatsCompleteDelegates.Remove(RemoveIndex,1); } } /** * Notifies the interested party that the last stats read has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadOnlineStatsComplete(bool bWasSuccessful); /** * Cleans up any platform specific allocated data contained in the stats data * * @param StatsRead the object to handle per platform clean up on */ native function FreeStats(OnlineStatsRead StatsRead); /** * Writes out the stats contained within the stats write object to the online * subsystem's cache of stats data. Note the new data replaces the old. It does * not write the data to the permanent storage until a FlushOnlineStats() call * or a session ends. Stats cannot be written without a session or the write * request is ignored. No more than 5 stats views can be written to at a time * or the write request is ignored. * * @param Player the player to write stats for * @param StatsWrite the object containing the information to write * * @return TRUE if the call is successful, FALSE otherwise */ native function bool WriteOnlineStats(UniqueNetId Player,OnlineStatsWrite StatsWrite); /** * Commits any changes in the online stats cache to the permanent storage * * @return TRUE if the call is successful, FALSE otherwise */ native function bool FlushOnlineStats(); /** * Delegate called when the stats flush operation has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnFlushOnlineStatsComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function AddFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate) { if (FlushOnlineStatsDelegates.Find(FlushOnlineStatsCompleteDelegate) == INDEX_NONE) { FlushOnlineStatsDelegates[FlushOnlineStatsDelegates.Length] = FlushOnlineStatsCompleteDelegate; } } /** * Clears the delegate used to notify the gameplay code that the stats flush has completed * * @param FlushOnlineStatsCompleteDelegate the delegate to use for notifications */ function ClearFlushOnlineStatsCompleteDelegate(delegate<OnFlushOnlineStatsComplete> FlushOnlineStatsCompleteDelegate) { local int RemoveIndex; RemoveIndex = FlushOnlineStatsDelegates.Find(FlushOnlineStatsCompleteDelegate); if (RemoveIndex != INDEX_NONE) { FlushOnlineStatsDelegates.Remove(RemoveIndex,1); } } /** * Writes the score data for the match * * @param PlayerScores the list of players, teams, and scores they earned * * @return TRUE if the call is successful, FALSE otherwise */ native function bool WriteOnlinePlayerScores(const out array<OnlinePlayerScore> PlayerScores); /** * Returns the name of the player for the specified index * * @param UserIndex the user to return the name of * * @return the name of the player at the specified index */ event string GetPlayerNicknameFromIndex(int UserIndex) { if (UserIndex == 0) { return LoggedInPlayerName; } return ""; } /** * Returns the unique id of the player for the specified index * * @param UserIndex the user to return the id of * * @return the unique id of the player at the specified index */ event UniqueNetId GetPlayerUniqueNetIdFromIndex(int UserIndex) { local UniqueNetId Zero; if (UserIndex == 0) { return LoggedInPlayerId; } return Zero; } /** * Determines if the ethernet link is connected or not */ native function bool HasLinkConnection(); /** * Delegate fired when the network link status changes * * @param bIsConnected whether the link is currently connected or not */ delegate OnLinkStatusChange(bool bIsConnected); /** * Adds the delegate used to notify the gameplay code that link status changed * * @param LinkStatusDelegate the delegate to use for notifications */ function AddLinkStatusChangeDelegate(delegate<OnLinkStatusChange> LinkStatusDelegate) { // Only add to the list once if (LinkStatusDelegates.Find(LinkStatusDelegate) == INDEX_NONE) { LinkStatusDelegates[LinkStatusDelegates.Length] = LinkStatusDelegate; } } /** * Removes the delegate from the notify list * * @param LinkStatusDelegate the delegate to remove */ function ClearLinkStatusChangeDelegate(delegate<OnLinkStatusChange> LinkStatusDelegate) { local int RemoveIndex; // See if the specified delegate is in the list RemoveIndex = LinkStatusDelegates.Find(LinkStatusDelegate); if (RemoveIndex != INDEX_NONE) { LinkStatusDelegates.Remove(RemoveIndex,1); } } /** * Delegate fired when an external UI display state changes (opening/closing) * * @param bIsOpening whether the external UI is opening or closing */ delegate OnExternalUIChange(bool bIsOpening); /** * Sets the delegate used to notify the gameplay code that external UI state * changed (opened/closed) * * @param ExternalUIDelegate the delegate to use for notifications */ function AddExternalUIChangeDelegate(delegate<OnExternalUIChange> ExternalUIDelegate); /** * Removes the delegate from the notification list * * @param ExternalUIDelegate the delegate to remove */ function ClearExternalUIChangeDelegate(delegate<OnExternalUIChange> ExternalUIDelegate); /** * Determines the current notification position setting */ function ENetworkNotificationPosition GetNetworkNotificationPosition() { //@todo joeg -- hook up properly return NNP_BottomCenter; } /** * Sets a new position for the network notification icons/images * * @param NewPos the new location to use */ function SetNetworkNotificationPosition(ENetworkNotificationPosition NewPos); /** * Delegate fired when the controller becomes dis/connected * * @param ControllerId the id of the controller that changed connection state * @param bIsConnected whether the controller connected (true) or disconnected (false) */ delegate OnControllerChange(int ControllerId,bool bIsConnected); /** * Sets the delegate used to notify the gameplay code that the controller state changed * * @param ControllerChangeDelegate the delegate to use for notifications */ function AddControllerChangeDelegate(delegate<OnControllerChange> ControllerChangeDelegate) { // Only add to the list once if (ControllerChangeDelegates.Find(ControllerChangeDelegate) == INDEX_NONE) { ControllerChangeDelegates[ControllerChangeDelegates.Length] = ControllerChangeDelegate; } } /** * Removes the delegate used to notify the gameplay code that the controller state changed * * @param ControllerChangeDelegate the delegate to remove */ function ClearControllerChangeDelegate(delegate<OnControllerChange> ControllerChangeDelegate) { local int RemoveIndex; // See if the specified delegate is in the list RemoveIndex = ControllerChangeDelegates.Find(ControllerChangeDelegate); if (RemoveIndex != INDEX_NONE) { ControllerChangeDelegates.Remove(RemoveIndex,1); } } /** * Determines if the specified controller is connected or not * * @param ControllerId the controller to query * * @return true if connected, false otherwise */ native function bool IsControllerConnected(int ControllerId); /** * Delegate fire when the online server connection state changes * * @param ConnectionStatus the new connection status */ delegate OnConnectionStatusChange(EOnlineServerConnectionStatus ConnectionStatus); /** * Adds the delegate to the list to be notified when the connection status changes * * @param ConnectionStatusDelegate the delegate to add */ function AddConnectionStatusChangeDelegate(delegate<OnConnectionStatusChange> ConnectionStatusDelegate) { // Only add to the list once if (ConnectionStatusChangeDelegates.Find(ConnectionStatusDelegate) == INDEX_NONE) { ConnectionStatusChangeDelegates[ConnectionStatusChangeDelegates.Length] = ConnectionStatusDelegate; } } /** * Removes the delegate from the notify list * * @param ConnectionStatusDelegate the delegate to remove */ function ClearConnectionStatusChangeDelegate(delegate<OnConnectionStatusChange> ConnectionStatusDelegate) { local int RemoveIndex; // See if the specified delegate is in the list RemoveIndex = ConnectionStatusChangeDelegates.Find(ConnectionStatusDelegate); if (RemoveIndex != INDEX_NONE) { ConnectionStatusChangeDelegates.Remove(RemoveIndex,1); } } /** * Determines the NAT type the player is using */ native function ENATType GetNATType(); /** * Delegate fired when a storage device change is detected */ delegate OnStorageDeviceChange(); /** * Adds the delegate to the list to be notified when a storage device changes * * @param StorageDeviceChangeDelegate the delegate to add */ function AddStorageDeviceChangeDelegate(delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate); /** * Removes the delegate from the notify list * * @param ConnectionStatusDelegate the delegate to remove */ function ClearStorageDeviceChangeDelegate(delegate<OnStorageDeviceChange> StorageDeviceChangeDelegate); /** * Creates a network enabled account on the online service * * @param UserName the unique nickname of the account * @param Password the password securing the account * @param EmailAddress the address used to send password hints to * @param ProductKey */ native function bool CreateOnlineAccount(string UserName,string Password,string EmailAddress,optional string ProductKey); /** * Delegate used in notifying the UI/game that the account creation completed * * @param ErrorStatus whether the account created successfully or not */ delegate OnCreateOnlineAccountCompleted(EOnlineAccountCreateStatus ErrorStatus); /** * Sets the delegate used to notify the gameplay code that account creation completed * * @param AccountCreateDelegate the delegate to use for notifications */ function AddCreateOnlineAccountCompletedDelegate(delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate) { if (AccountCreateDelegates.Find(AccountCreateDelegate) == INDEX_NONE) { AccountCreateDelegates[AccountCreateDelegates.Length] = AccountCreateDelegate; } } /** * Removes the specified delegate from the notification list * * @param AccountCreateDelegate the delegate to use for notifications */ function ClearCreateOnlineAccountCompletedDelegate(delegate<OnCreateOnlineAccountCompleted> AccountCreateDelegate) { local int RemoveIndex; RemoveIndex = AccountCreateDelegates.Find(AccountCreateDelegate); if (RemoveIndex != INDEX_NONE) { AccountCreateDelegates.Remove(RemoveIndex,1); } } /** * Creates a non-networked account on the local system. Password is only used * when supplied. Otherwise the account is not secured. * * @param UserName the unique nickname of the account * @param Password the password securing the account * * @return true if the account was created, false otherwise */ function bool CreateLocalAccount(string UserName,optional string Password); /** * Changes the name of a local account * * @param UserName the unique nickname of the account * @param Password the password securing the account * * @return true if the account was renamed, false otherwise */ function bool RenameLocalAccount(string NewUserName,string OldUserName,optional string Password); /** * Deletes a local account if the password matches * * @param UserName the unique nickname of the account * @param Password the password securing the account * * @return true if the account was deleted, false otherwise */ function bool DeleteLocalAccount(string UserName,optional string Password); /** * Fetches a list of local accounts * * @param Accounts the array that is populated with the accounts * * @return true if the list was read, false otherwise */ function bool GetLocalAccountNames(out array<string> Accounts); /** * Sets the online status information to use for the specified player. Used to * tell other players what the player is doing (playing, menus, away, etc.) * * @param LocalUserNum the controller number of the associated user * @param StatusId the status id to use (maps to strings where possible) * @param LocalizedStringSettings the list of localized string settings to set * @param Properties the list of properties to set */ native function SetOnlineStatus(byte LocalUserNum,int StatusId,const out array<LocalizedStringSetting> LocalizedStringSettings,const out array<SettingsProperty> Properties); /** * Displays the UI that shows the keyboard for inputing text * * @param LocalUserNum the controller number of the associated user * @param TitleText the title to display to the user * @param DescriptionText the text telling the user what to input * @param bIsPassword whether the item being entered is a password or not * @param bShouldValidate whether to apply the string validation API after input or not * @param DefaultText the default string to display * @param MaxResultLength the maximum length string expected to be filled in * * @return TRUE if it was able to show the UI, FALSE if it failed */ native function bool ShowKeyboardUI(byte LocalUserNum,string TitleText,string DescriptionText, optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256); /** * Adds the delegate used to notify the gameplay code that the user has completed * their keyboard input * * @param InputDelegate the delegate to use for notifications */ function AddKeyboardInputDoneDelegate(delegate<OnKeyboardInputComplete> InputDelegate) { // Add this delegate to the array if not already present if (KeyboardInputDelegates.Find(InputDelegate) == INDEX_NONE) { KeyboardInputDelegates[KeyboardInputDelegates.Length] = InputDelegate; } } /** * Clears the delegate used to notify the gameplay code that the user has completed * their keyboard input * * @param InputDelegate the delegate to use for notifications */ function ClearKeyboardInputDoneDelegate(delegate<OnKeyboardInputComplete> InputDelegate) { local int RemoveIndex; RemoveIndex = KeyboardInputDelegates.Find(InputDelegate); if (RemoveIndex != INDEX_NONE) { KeyboardInputDelegates.Remove(RemoveIndex,1); } } /** * Fetches the results of the input * * @param bWasCanceled whether the user cancelled the input or not * * @return the string entered by the user. Note the string will be empty if it * fails validation */ function string GetKeyboardInputResults(out byte bWasCanceled) { bWasCanceled = bWasKeyboardInputCanceled; return KeyboardResultsString; } /** * Delegate used when the keyboard input request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnKeyboardInputComplete(bool bWasSuccessful); /** * Sends a friend invite to the specified player * * @param LocalUserNum the user that is sending the invite * @param NewFriend the player to send the friend request to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ native function bool AddFriend(byte LocalUserNum,UniqueNetId NewFriend,optional string Message); /** * Sends a friend invite to the specified player nick * * @param LocalUserNum the user that is sending the invite * @param FriendName the name of the player to send the invite to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ native function bool AddFriendByName(byte LocalUserNum,string FriendName,optional string Message); /** * Called when a friend invite arrives for a local player * * @param bWasSuccessful true if successfully added, false if not found or failed */ delegate OnAddFriendByNameComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param FriendDelegate the delegate to use for notifications */ function AddAddFriendByNameCompleteDelegate(byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate) { if (LocalUserNum == LoggedInPlayerNum) { if (AddFriendByNameCompleteDelegates.Find(FriendDelegate) == INDEX_NONE) { AddFriendByNameCompleteDelegates[AddFriendByNameCompleteDelegates.Length] = FriendDelegate; } } } /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param FriendDelegate the delegate to use for notifications */ function ClearAddFriendByNameCompleteDelegate(byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate) { local int RemoveIndex; if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = AddFriendByNameCompleteDelegates.Find(FriendDelegate); if (RemoveIndex != INDEX_NONE) { AddFriendByNameCompleteDelegates.Remove(RemoveIndex,1); } } } /** * Removes a friend from the player's friend list * * @param LocalUserNum the user that is removing the friend * @param FormerFriend the player to remove from the friend list * * @return true if successful, false otherwise */ native function bool RemoveFriend(byte LocalUserNum,UniqueNetId FormerFriend); /** * Used to accept a friend invite sent to this player * * @param LocalUserNum the user the invite is for * @param RequestingPlayer the player the invite is from * * @param true if successful, false otherwise */ native function bool AcceptFriendInvite(byte LocalUserNum,UniqueNetId RequestingPlayer); /** * Used to deny a friend request sent to this player * * @param LocalUserNum the user the invite is for * @param RequestingPlayer the player the invite is from * * @param true if successful, false otherwise */ native function bool DenyFriendInvite(byte LocalUserNum,UniqueNetId RequestingPlayer); /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param RequestingPlayer the player sending the friend request * @param RequestingNick the nick of the player sending the friend request * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ delegate OnFriendInviteReceived(byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param InviteDelegate the delegate to use for notifications */ function AddFriendInviteReceivedDelegate(byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate) { if (LocalUserNum == LoggedInPlayerNum) { if (FriendInviteReceivedDelegates.Find(InviteDelegate) == INDEX_NONE) { FriendInviteReceivedDelegates[FriendInviteReceivedDelegates.Length] = InviteDelegate; } } } /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param InviteDelegate the delegate to use for notifications */ function ClearFriendInviteReceivedDelegate(byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate) { local int RemoveIndex; if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = FriendInviteReceivedDelegates.Find(InviteDelegate); if (RemoveIndex != INDEX_NONE) { FriendInviteReceivedDelegates.Remove(RemoveIndex,1); } } } /** * Sends a message to a friend * * @param LocalUserNum the user that is sending the message * @param Friend the player to send the message to * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ native function bool SendMessageToFriend(byte LocalUserNum,UniqueNetId Friend,string Message); /** * Sends an invitation to play in the player's current session * * @param LocalUserNum the user that is sending the invite * @param Friend the player to send the invite to * @param Text the text of the message for the invite * * @return true if successful, false otherwise */ native function bool SendGameInviteToFriend(byte LocalUserNum,UniqueNetId Friend,optional string Text); /** * Sends invitations to play in the player's current session * * @param LocalUserNum the user that is sending the invite * @param Friends the player to send the invite to * @param Text the text of the message for the invite * * @return true if successful, false otherwise */ native function bool SendGameInviteToFriends(byte LocalUserNum,array<UniqueNetId> Friends,optional string Text); /** * Called when the online system receives a game invite that needs handling * * @param LocalUserNum the user that is receiving the invite * @param InviterName the nick name of the person sending the invite */ delegate OnReceivedGameInvite(byte LocalUserNum,string InviterName); /** * Adds the delegate used to notify the gameplay code that the user has received a game invite * * @param LocalUserNum the user associated with the notification * @param ReceivedGameInviteDelegate the delegate to use for notifications */ function AddReceivedGameInviteDelegate(byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate) { if (LocalUserNum == LoggedInPlayerNum) { if (ReceivedGameInviteDelegates.Find(ReceivedGameInviteDelegate) == INDEX_NONE) { ReceivedGameInviteDelegates[ReceivedGameInviteDelegates.Length] = ReceivedGameInviteDelegate; } } } /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param ReceivedGameInviteDelegate the delegate to use for notifications */ function ClearReceivedGameInviteDelegate(byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate) { local int RemoveIndex; if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = ReceivedGameInviteDelegates.Find(ReceivedGameInviteDelegate); if (RemoveIndex != INDEX_NONE) { ReceivedGameInviteDelegates.Remove(RemoveIndex,1); } } } /** * Allows the local player to follow a friend into a game * * @param LocalUserNum the local player wanting to join * @param Friend the player that is being followed * * @return true if the async call worked, false otherwise */ native function bool JoinFriendGame(byte LocalUserNum,UniqueNetId Friend); /** * Called once the join task has completed * * @param bWasSuccessful the session was found and is joinable, false otherwise */ delegate OnJoinFriendGameComplete(bool bWasSuccessful); /** * Sets the delegate used to notify when the join friend is complete * * @param JoinFriendGameCompleteDelegate the delegate to use for notifications */ function AddJoinFriendGameCompleteDelegate(delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) { if (JoinFriendGameCompleteDelegates.Find(JoinFriendGameCompleteDelegate) == INDEX_NONE) { JoinFriendGameCompleteDelegates[JoinFriendGameCompleteDelegates.Length] = JoinFriendGameCompleteDelegate; } } /** * Removes the delegate from the list of notifications * * @param JoinFriendGameCompleteDelegate the delegate to use for notifications */ function ClearJoinFriendGameCompleteDelegate(delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate) { local int RemoveIndex; RemoveIndex = JoinFriendGameCompleteDelegates.Find(JoinFriendGameCompleteDelegate); if (RemoveIndex != INDEX_NONE) { JoinFriendGameCompleteDelegates.Remove(RemoveIndex,1); } } /** * Returns the list of messages for the specified player * * @param LocalUserNum the local player wanting to join * @param FriendMessages the set of messages cached locally for the player */ function GetFriendMessages(byte LocalUserNum,out array<OnlineFriendMessage> FriendMessages) { if (LocalUserNum == 0) { FriendMessages = CachedFriendMessages; } } /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param SendingPlayer the player sending the friend request * @param SendingNick the nick of the player sending the friend request * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ delegate OnFriendMessageReceived(byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message); /** * Adds the delegate used to notify the gameplay code that the user has received a friend invite * * @param LocalUserNum the user associated with the notification * @param MessageDelegate the delegate to use for notifications */ function AddFriendMessageReceivedDelegate(byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate) { if (LocalUserNum == LoggedInPlayerNum) { if (FriendMessageReceivedDelegates.Find(MessageDelegate) == INDEX_NONE) { FriendMessageReceivedDelegates[FriendMessageReceivedDelegates.Length] = MessageDelegate; } } } /** * Removes the delegate specified from the list * * @param LocalUserNum the user associated with the notification * @param MessageDelegate the delegate to use for notifications */ function ClearFriendMessageReceivedDelegate(byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate) { local int RemoveIndex; if (LocalUserNum == LoggedInPlayerNum) { RemoveIndex = FriendMessageReceivedDelegates.Find(MessageDelegate); if (RemoveIndex != INDEX_NONE) { FriendMessageReceivedDelegates.Remove(RemoveIndex,1); } } } /** * Reads the host's stat guid for synching up stats. Only valid on the host. * * @return the host's stat guid */ native function string GetHostStatGuid(); /** * Registers the host's stat guid with the client for verification they are part of * the stat. Note this is an async task for any backend communication that needs to * happen before the registration is deemed complete * * @param HostStatGuid the host's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ native function bool RegisterHostStatGuid(const out string HostStatGuid); /** * Called when the host stat guid registration is complete * * @param bWasSuccessful whether the registration has completed or not */ delegate OnRegisterHostStatGuidComplete(bool bWasSuccessful); /** * Adds the delegate for notifying when the host guid registration is done * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function AddRegisterHostStatGuidCompleteDelegate(delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate) { if (RegisterHostStatGuidCompleteDelegates.Find(RegisterHostStatGuidCompleteDelegate) == INDEX_NONE) { RegisterHostStatGuidCompleteDelegates[RegisterHostStatGuidCompleteDelegates.Length] = RegisterHostStatGuidCompleteDelegate; } } /** * Clears the delegate used to notify the gameplay code * * @param RegisterHostStatGuidCompleteDelegate the delegate to use for notifications */ function ClearRegisterHostStatGuidCompleteDelegateDelegate(delegate<OnFlushOnlineStatsComplete> RegisterHostStatGuidCompleteDelegate) { local int RemoveIndex; RemoveIndex = RegisterHostStatGuidCompleteDelegates.Find(RegisterHostStatGuidCompleteDelegate); if (RemoveIndex != INDEX_NONE) { RegisterHostStatGuidCompleteDelegates.Remove(RemoveIndex,1); } } /** * Reads the client's stat guid that was generated by registering the host's guid * Used for synching up stats. Only valid on the client. Only callable after the * host registration has completed * * @return the client's stat guid */ native function string GetClientStatGuid(); /** * Registers the client's stat guid on the host to validate that the client was in the stat. * Used for synching up stats. Only valid on the host. * * @param PlayerId the client's unique net id * @param ClientStatGuid the client's stat guid * * @return TRUE if the call is successful, FALSE otherwise */ native function bool RegisterStatGuid(UniqueNetId PlayerId,const out string ClientStatGuid); /** * Reads the game specific news from the online subsystem * * @param LocalUserNum the local user the news is being read for * * @return true if the async task was successfully started, false otherwise */ native function bool ReadGameNews(byte LocalUserNum); /** * Delegate used in notifying the UI/game that the news read operation completed * * @param bWasSuccessful true if the read completed ok, false otherwise */ delegate OnReadGameNewsCompleted(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that news reading has completed * * @param ReadGameNewsDelegate the delegate to use for notifications */ function AddReadGameNewsCompletedDelegate(delegate<OnReadGameNewsCompleted> ReadGameNewsDelegate) { if (ReadGameNewsDelegates.Find(ReadGameNewsDelegate) == INDEX_NONE) { ReadGameNewsDelegates[ReadGameNewsDelegates.Length] = ReadGameNewsDelegate; } } /** * Removes the specified delegate from the notification list * * @param ReadGameNewsDelegate the delegate to use for notifications */ function ClearReadGameNewsCompletedDelegate(delegate<OnReadGameNewsCompleted> ReadGameNewsDelegate) { local int RemoveIndex; RemoveIndex = ReadGameNewsDelegates.Find(ReadGameNewsDelegate); if (RemoveIndex != INDEX_NONE) { ReadGameNewsDelegates.Remove(RemoveIndex,1); } } /** * Returns the game specific news from the cache * * @param LocalUserNum the local user the news is being read for * * @return an empty string if no news was read, otherwise the contents of the read */ function string GetGameNews(byte LocalUserNum) { return CachedNews; } /** * Reads the game specific content announcements from the online subsystem * * @param LocalUserNum the local user the request is for * * @return true if the async task was successfully started, false otherwise */ native function bool ReadContentAnnouncements(byte LocalUserNum); /** * Delegate used in notifying the UI/game that the content announcements read operation completed * * @param bWasSuccessful true if the read completed ok, false otherwise */ delegate OnReadContentAnnouncementsCompleted(bool bWasSuccessful); /** * Sets the delegate used to notify the gameplay code that content announcements reading has completed * * @param ReadContentAnnouncementsDelegate the delegate to use for notifications */ function AddReadContentAnnouncementsCompletedDelegate(delegate<OnReadContentAnnouncementsCompleted> ReadContentAnnouncementsDelegate) { if (ReadContentAnnouncementsDelegates.Find(ReadContentAnnouncementsDelegate) == INDEX_NONE) { ReadContentAnnouncementsDelegates[ReadContentAnnouncementsDelegates.Length] = ReadContentAnnouncementsDelegate; } } /** * Removes the specified delegate from the notification list * * @param ReadContentAnnouncementsDelegate the delegate to use for notifications */ function ClearReadContentAnnouncementsCompletedDelegate(delegate<OnReadContentAnnouncementsCompleted> ReadContentAnnouncementsDelegate) { local int RemoveIndex; RemoveIndex = ReadContentAnnouncementsDelegates.Find(ReadContentAnnouncementsDelegate); if (RemoveIndex != INDEX_NONE) { ReadContentAnnouncementsDelegates.Remove(RemoveIndex,1); } } /** * Returns the game specific content announcements from the cache * * @param LocalUserNum the local user the content announcements is being read for * * @return an empty string if no data was read, otherwise the contents of the read */ function string GetContentAnnouncements(byte LocalUserNum) { return CachedContentAnnouncements; } /** * Mutes all voice or all but friends * * @param LocalUserNum the local user that is making the change * @param bAllowFriends whether to mute everyone or allow friends */ function bool MuteAll(byte LocalUserNum,bool bAllowFriends) { if (LocalUserNum == LoggedInPlayerNum) { CurrentLocalTalker.MuteType = bAllowFriends ? MUTE_AllButFriends : MUTE_All; return true; } return false; } /** * Allows all speakers to send voice * * @param LocalUserNum the local user that is making the change */ function bool UnmuteAll(byte LocalUserNum) { if (LocalUserNum == LoggedInPlayerNum) { CurrentLocalTalker.MuteType = MUTE_None; return true; } return false; } /** * Deletes a message from the list of messages * * @param LocalUserNum the user that is deleting the message * @param MessageIndex the index of the message to delete * * @return true if the message was deleted, false otherwise */ function bool DeleteMessage(byte LocalUserNum,int MessageIndex) { if (LocalUserNum == LoggedInPlayerNum) { // If it's safe to access, remove it if (MessageIndex >= 0 && MessageIndex < CachedFriendMessages.Length) { //Delete the message now CachedFriendMessages.Remove(MessageIndex,1); //Save all remaining messages to disk WriteFriendMessages(LocalUserNum); return true; } } return false; } /** * @return true if the product key is valid, false if it is invalid */ native function bool IsKeyValid(); /** * Saves the product key * * @param ProductKey the product key the user entered * * @return true if the key was stored successfully, false otherwise */ native function bool SaveKey(string ProductKey); /************************************************************************/ /* UT3G implementation for trophies */ /************************************************************************/ /** * Displays the UI that allows a player to give feedback on another player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player having feedback given for * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowFeedbackUI(byte LocalUserNum,UniqueNetId PlayerId) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ShowFeedbackUI"); return false; } /** * Displays the gamer card UI for the specified player * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player to show the gamer card of * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowGamerCardUI(byte LocalUserNum,UniqueNetId PlayerId) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ShowGamerCardUI"); return false; } /** * Displays the messages UI for a player * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowMessagesUI(byte LocalUserNum) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ShowMessagesUI"); return false; } /** * Displays the achievements UI for a player * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowAchievementsUI(byte LocalUserNum) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ShowAchievementsUI"); return false; } /** * Displays the invite ui * * @param LocalUserNum the local user sending the invite * @param InviteText the string to prefill the UI with */ function bool ShowInviteUI(byte LocalUserNum,optional string InviteText) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ShowInviteUI"); return false; } /** * Displays the marketplace UI for content * * @param LocalUserNum the local user viewing available content */ function bool ShowContentMarketplaceUI(byte LocalUserNum) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ShowContentMarketplaceUI"); return false; } /** * Displays the marketplace UI for memberships * * @param LocalUserNum the local user viewing available memberships */ function bool ShowMembershipMarketplaceUI(byte LocalUserNum) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ShowMembershipMarketplaceUI"); return false; } /** * Displays the UI that allows the user to choose which device to save content to * * @param LocalUserNum the controller number of the associated user * @param SizeNeeded the size of the data to be saved in bytes * @param bForceShowUI true to always show the UI, false to only show the * UI if there are multiple valid choices * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowDeviceSelectionUI(byte LocalUserNum,int SizeNeeded,bool bForceShowUI = false) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ShowDeviceSelectionUI"); return false; } /** * Adds the delegate used to notify the gameplay code that the user has completed * their device selection * * @param DeviceDelegate the delegate to use for notifications */ function AddDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!AddDeviceSelectionDoneDelegate"); } /** * Removes the specified delegate from the list of callbacks * * @param DeviceDelegate the delegate to use for notifications */ function ClearDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!ClearDeviceSelectionDoneDelegate"); } /** * Fetches the results of the device selection * * @param LocalUserNum the player to check the results for * @param DeviceName out param that gets a copy of the string * * @return the ID of the device that was selected * NOTE: Zero means the user hasn't selected one */ function int GetDeviceSelectionResults(byte LocalUserNum,out string DeviceName) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!GetDeviceSelectionResults"); return 0; } /** * Delegate used when the device selection request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnDeviceSelectionComplete(bool bWasSuccessful); //should do nothing /** * Checks the device id to determine if it is still valid (could be removed) * * @param DeviceId the device to check * * @return true if valid, false otherwise */ function bool IsDeviceValid(int DeviceId) //should do nothing { LogInternal("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!IsDeviceValid"); return false; } /** * Unlocks the specified achievement for the specified user * * @param LocalUserNum the controller number of the associated user * @param AchievementId the id of the achievement to unlock * * @return TRUE if the call worked, FALSE otherwise */ native function bool UnlockAchievement(byte LocalUserNum,int AchievementId); /** * Adds the delegate used to notify the gameplay code that the achievement unlocking has completed * * @param LocalUserNum which user to watch for read complete notifications * @param UnlockAchievementCompleteDelegate the delegate to use for notifications */ function AddUnlockAchievementCompleteDelegate(byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) { // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { if (PerUserDelegates[LocalUserNum].AchievementDelegates.Find(UnlockAchievementCompleteDelegate) == INDEX_NONE) { PerUserDelegates[LocalUserNum].AchievementDelegates[PerUserDelegates[LocalUserNum].AchievementDelegates.Length] = UnlockAchievementCompleteDelegate; } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to AddUnlockAchievementCompleteDelegate()"); } } /** * Clears the delegate used to notify the gameplay code that the achievement unlocking has completed * * @param LocalUserNum which user to watch for read complete notifications * @param UnlockAchievementCompleteDelegate the delegate to use for notifications */ function ClearUnlockAchievementCompleteDelegate(byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate) { local int RemoveIndex; // Make sure the user is valid if (LocalUserNum >= 0 && LocalUserNum < 4) { RemoveIndex = PerUserDelegates[LocalUserNum].AchievementDelegates.Find(UnlockAchievementCompleteDelegate); if (RemoveIndex != INDEX_NONE) { PerUserDelegates[LocalUserNum].AchievementDelegates.Remove(RemoveIndex,1); } } else { WarnInternal("Invalid index ("$LocalUserNum$") passed to ClearUnlockAchievementCompleteDelegate()"); } } /** * Delegate used when the achievement unlocking has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnUnlockAchievementComplete(bool bWasSuccessful); /** * Returns whether or not an achievement has been unlocked * * @return true if the achievement is already unlocked, false otherwise */ native function bool IsAchievementUnlocked(int AchievementId); /** * Unlocks a gamer picture for the local user * * @param LocalUserNum the user to unlock the picture for * @param PictureId the id of the picture to unlock */ function bool UnlockGamerPicture(byte LocalUserNum,int PictureId) //should do nothing { return false; } /** * Called when an external change to player profile data has occured */ delegate OnProfileDataChanged(); //should do nothing /** * Sets the delegate used to notify the gameplay code that someone has changed their profile data externally * * @param LocalUserNum the user the delegate is interested in * @param ProfileDataChangedDelegate the delegate to use for notifications */ function AddProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) //should do nothing { } /** * Clears the delegate used to notify the gameplay code that someone has changed their profile data externally * * @param LocalUserNum the user the delegate is interested in * @param ProfileDataChangedDelegate the delegate to use for notifications */ function ClearProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate) //should do nothing { } /** * Displays the UI that shows a user's list of friends * * @param LocalUserNum the controller number of the associated user * @param PlayerId the id of the player being invited * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowFriendsInviteUI(byte LocalUserNum,UniqueNetId PlayerId) //should do nothing { return false; } /** * Displays the UI that shows the player list * * @param LocalUserNum the controller number of the associated user * * @return TRUE if it was able to show the UI, FALSE if it failed */ function bool ShowPlayersUI(byte LocalUserNum) //should do nothing { return false; } defaultproperties { LocalProfileName="Player" LoggedInPlayerName="Local Profile" bHasGameSpyAccount=True ProfileDataDirectory="../UTGame/SaveData" ProfileDataExtension=".ue3profile" ProfileMessageDataExtension=".ue3messages" GameID=1727 ProductID=11097 NamespaceID=64 StatsVersion=2 NickStatsKeyId=1 PlaceStatsKeyId=2 DuelStatsKeyId=521 NewsUrl="http://gamecontent.unrealtournament3.com/motd/motd.int" ContentAnnouncementsUrl="http://gamecontent.unrealtournament3.com/dlc/ContentAnnouncement.int" StatsKeyMappings(0)=(ViewId=1,PropertyId=268435783,KeyId=521) StatsKeyMappings(1)=(ViewId=2,PropertyId=268435783,KeyId=521) StatsKeyMappings(2)=(ViewId=1,KeyId=262) StatsKeyMappings(3)=(ViewId=1,PropertyId=268435778,KeyId=265) StatsKeyMappings(4)=(ViewId=1,PropertyId=268435462,KeyId=264) StatsKeyMappings(5)=(ViewId=1,PropertyId=268435549,KeyId=266) StatsKeyMappings(6)=(ViewId=1,PropertyId=268435550,KeyId=267) StatsKeyMappings(7)=(ViewId=1,PropertyId=268435551,KeyId=268) StatsKeyMappings(8)=(ViewId=1,PropertyId=268435552,KeyId=269) StatsKeyMappings(9)=(ViewId=1,PropertyId=268435553,KeyId=271) StatsKeyMappings(10)=(ViewId=1,PropertyId=268435779,KeyId=270) 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StatsKeyMappings(56)=(ViewId=1,PropertyId=268435586,KeyId=317) StatsKeyMappings(57)=(ViewId=1,PropertyId=268435588,KeyId=319) StatsKeyMappings(58)=(ViewId=1,PropertyId=268435587,KeyId=318) StatsKeyMappings(59)=(ViewId=1,PropertyId=268435589,KeyId=320) StatsKeyMappings(60)=(ViewId=2,KeyId=3) StatsKeyMappings(61)=(ViewId=2,PropertyId=268435778,KeyId=6) StatsKeyMappings(62)=(ViewId=2,PropertyId=268435462,KeyId=5) StatsKeyMappings(63)=(ViewId=2,PropertyId=268435549,KeyId=7) StatsKeyMappings(64)=(ViewId=2,PropertyId=268435550,KeyId=8) StatsKeyMappings(65)=(ViewId=2,PropertyId=268435551,KeyId=9) StatsKeyMappings(66)=(ViewId=2,PropertyId=268435552,KeyId=10) StatsKeyMappings(67)=(ViewId=2,PropertyId=268435553,KeyId=12) StatsKeyMappings(68)=(ViewId=2,PropertyId=268435779,KeyId=11) StatsKeyMappings(69)=(ViewId=2,PropertyId=268435554,KeyId=13) StatsKeyMappings(70)=(ViewId=2,PropertyId=268435461,KeyId=4) StatsKeyMappings(71)=(ViewId=2,PropertyId=268435556,KeyId=14) StatsKeyMappings(72)=(ViewId=2,PropertyId=268435729,KeyId=16) StatsKeyMappings(73)=(ViewId=2,PropertyId=268435734,KeyId=15) StatsKeyMappings(74)=(ViewId=2,PropertyId=268435555,KeyId=17) StatsKeyMappings(75)=(ViewId=2,PropertyId=268435558,KeyId=18) StatsKeyMappings(76)=(ViewId=2,PropertyId=268435560,KeyId=19) StatsKeyMappings(77)=(ViewId=2,PropertyId=268435561,KeyId=21) StatsKeyMappings(78)=(ViewId=2,PropertyId=268435562,KeyId=22) StatsKeyMappings(79)=(ViewId=2,PropertyId=268435563,KeyId=23) StatsKeyMappings(80)=(ViewId=2,PropertyId=268435564,KeyId=24) StatsKeyMappings(81)=(ViewId=2,PropertyId=268435565,KeyId=25) StatsKeyMappings(82)=(ViewId=2,PropertyId=268435566,KeyId=26) StatsKeyMappings(83)=(ViewId=2,PropertyId=268435567,KeyId=27) StatsKeyMappings(84)=(ViewId=2,PropertyId=268435568,KeyId=28) StatsKeyMappings(85)=(ViewId=2,PropertyId=268435569,KeyId=29) StatsKeyMappings(86)=(ViewId=2,PropertyId=268435570,KeyId=30) StatsKeyMappings(87)=(ViewId=2,PropertyId=268435571,KeyId=31) StatsKeyMappings(88)=(ViewId=2,PropertyId=268435572,KeyId=32) StatsKeyMappings(89)=(ViewId=2,PropertyId=268435707,KeyId=39) StatsKeyMappings(90)=(ViewId=2,PropertyId=268435719,KeyId=33) StatsKeyMappings(91)=(ViewId=2,PropertyId=268435708,KeyId=40) StatsKeyMappings(92)=(ViewId=2,PropertyId=268435720,KeyId=34) StatsKeyMappings(93)=(ViewId=2,PropertyId=268435721,KeyId=35) StatsKeyMappings(94)=(ViewId=2,PropertyId=268435722,KeyId=36) StatsKeyMappings(95)=(ViewId=2,PropertyId=268435782,KeyId=37) StatsKeyMappings(96)=(ViewId=2,PropertyId=268435723,KeyId=38) StatsKeyMappings(97)=(ViewId=2,PropertyId=268435727,KeyId=41) StatsKeyMappings(98)=(ViewId=2,PropertyId=268435724,KeyId=42) StatsKeyMappings(99)=(ViewId=2,PropertyId=268435728,KeyId=43) StatsKeyMappings(100)=(ViewId=2,PropertyId=268435726,KeyId=44) StatsKeyMappings(101)=(ViewId=2,PropertyId=268435573,KeyId=45) StatsKeyMappings(102)=(ViewId=2,PropertyId=268435574,KeyId=46) StatsKeyMappings(103)=(ViewId=2,PropertyId=268435575,KeyId=47) StatsKeyMappings(104)=(ViewId=2,PropertyId=268435576,KeyId=48) StatsKeyMappings(105)=(ViewId=2,PropertyId=268435577,KeyId=49) StatsKeyMappings(106)=(ViewId=2,PropertyId=268435578,KeyId=50) StatsKeyMappings(107)=(ViewId=2,PropertyId=268435579,KeyId=51) StatsKeyMappings(108)= StatsKeyMappings(109)=(ViewId=2,PropertyId=268435580,KeyId=52) StatsKeyMappings(110)=(ViewId=2,PropertyId=268435581,KeyId=53) StatsKeyMappings(111)=(ViewId=2,PropertyId=268435582,KeyId=54) StatsKeyMappings(112)=(ViewId=2,PropertyId=268435583,KeyId=55) StatsKeyMappings(113)=(ViewId=2,PropertyId=268435584,KeyId=56) StatsKeyMappings(114)=(ViewId=2,PropertyId=268435585,KeyId=57) StatsKeyMappings(115)=(ViewId=2,PropertyId=268435586,KeyId=58) StatsKeyMappings(116)=(ViewId=2,PropertyId=268435588,KeyId=60) StatsKeyMappings(117)=(ViewId=2,PropertyId=268435587,KeyId=59) StatsKeyMappings(118)=(ViewId=2,PropertyId=268435589,KeyId=61) StatsKeyMappings(119)=(ViewId=3,KeyId=467) StatsKeyMappings(120)=(ViewId=3,PropertyId=268435463,KeyId=468) StatsKeyMappings(121)=(ViewId=3,PropertyId=268435464,KeyId=469) StatsKeyMappings(122)=(ViewId=3,PropertyId=268435469,KeyId=470) StatsKeyMappings(123)=(ViewId=3,PropertyId=268435470,KeyId=471) StatsKeyMappings(124)=(ViewId=3,PropertyId=268435471,KeyId=472) StatsKeyMappings(125)=(ViewId=3,PropertyId=268435780,KeyId=473) StatsKeyMappings(126)=(ViewId=3,PropertyId=268435476,KeyId=474) StatsKeyMappings(127)=(ViewId=3,PropertyId=268435477,KeyId=475) StatsKeyMappings(128)=(ViewId=3,PropertyId=268435483,KeyId=476) StatsKeyMappings(129)=(ViewId=3,PropertyId=268435489,KeyId=477) StatsKeyMappings(130)=(ViewId=3,PropertyId=268435490,KeyId=478) StatsKeyMappings(131)=(ViewId=3,PropertyId=268435494,KeyId=479) StatsKeyMappings(132)=(ViewId=3,PropertyId=268435716,KeyId=480) StatsKeyMappings(133)=(ViewId=3,PropertyId=268435496,KeyId=481) StatsKeyMappings(134)=(ViewId=3,PropertyId=268435712,KeyId=482) StatsKeyMappings(135)=(ViewId=3,PropertyId=268435740,KeyId=483) StatsKeyMappings(136)=(ViewId=3,PropertyId=268435499,KeyId=484) StatsKeyMappings(137)=(ViewId=3,PropertyId=268435500,KeyId=485) StatsKeyMappings(138)=(ViewId=3,PropertyId=268435505,KeyId=486) StatsKeyMappings(139)=(ViewId=3,PropertyId=268435506,KeyId=487) StatsKeyMappings(140)=(ViewId=3,PropertyId=268435511,KeyId=488) StatsKeyMappings(141)=(ViewId=3,PropertyId=268435512,KeyId=489) StatsKeyMappings(142)=(ViewId=3,PropertyId=268435513,KeyId=490) StatsKeyMappings(143)=(ViewId=3,PropertyId=268435517,KeyId=491) StatsKeyMappings(144)=(ViewId=3,PropertyId=268435519,KeyId=492) StatsKeyMappings(145)=(ViewId=3,PropertyId=268435520,KeyId=493) StatsKeyMappings(146)=(ViewId=3,PropertyId=268435526,KeyId=494) StatsKeyMappings(147)=(ViewId=3,PropertyId=268435533,KeyId=495) StatsKeyMappings(148)=(ViewId=3,PropertyId=268435534,KeyId=496) StatsKeyMappings(149)=(ViewId=3,PropertyId=268435538,KeyId=497) StatsKeyMappings(150)=(ViewId=3,PropertyId=268435540,KeyId=498) StatsKeyMappings(151)=(ViewId=3,PropertyId=268435541,KeyId=499) StatsKeyMappings(152)=(ViewId=3,PropertyId=268435713,KeyId=500) StatsKeyMappings(153)=(ViewId=3,PropertyId=268435756,KeyId=501) StatsKeyMappings(154)=(ViewId=3,PropertyId=268435543,KeyId=502) StatsKeyMappings(155)=(ViewId=3,PropertyId=268435544,KeyId=503) StatsKeyMappings(156)=(ViewId=3,PropertyId=268435626,KeyId=504) StatsKeyMappings(157)=(ViewId=3,PropertyId=268435627,KeyId=505) StatsKeyMappings(158)=(ViewId=3,PropertyId=268435632,KeyId=506) StatsKeyMappings(159)=(ViewId=3,PropertyId=268435633,KeyId=507) StatsKeyMappings(160)=(ViewId=3,PropertyId=268435634,KeyId=508) StatsKeyMappings(161)=(ViewId=3,PropertyId=268435639,KeyId=509) StatsKeyMappings(162)=(ViewId=3,PropertyId=268435640,KeyId=510) StatsKeyMappings(163)=(ViewId=3,PropertyId=268435646,KeyId=511) StatsKeyMappings(164)=(ViewId=3,PropertyId=268435652,KeyId=512) StatsKeyMappings(165)=(ViewId=3,PropertyId=268435653,KeyId=513) StatsKeyMappings(166)=(ViewId=3,PropertyId=268435657,KeyId=514) StatsKeyMappings(167)=(ViewId=3,PropertyId=268435715,KeyId=515) StatsKeyMappings(168)=(ViewId=3,PropertyId=268435659,KeyId=516) StatsKeyMappings(169)=(ViewId=3,PropertyId=268435714,KeyId=517) StatsKeyMappings(170)=(ViewId=3,PropertyId=268435777,KeyId=518) StatsKeyMappings(171)=(ViewId=3,PropertyId=268435662,KeyId=519) StatsKeyMappings(172)=(ViewId=3,PropertyId=268435663,KeyId=520) StatsKeyMappings(173)=(ViewId=4,KeyId=321) StatsKeyMappings(174)=(ViewId=4,PropertyId=268435590,KeyId=322) StatsKeyMappings(175)=(ViewId=4,PropertyId=268435591,KeyId=323) StatsKeyMappings(176)=(ViewId=4,PropertyId=268435592,KeyId=324) StatsKeyMappings(177)=(ViewId=4,PropertyId=268435593,KeyId=325) StatsKeyMappings(178)=(ViewId=4,PropertyId=268435594,KeyId=326) StatsKeyMappings(179)=(ViewId=4,PropertyId=268435595,KeyId=327) StatsKeyMappings(180)=(ViewId=4,PropertyId=268435596,KeyId=328) StatsKeyMappings(181)=(ViewId=4,PropertyId=268435597,KeyId=329) StatsKeyMappings(182)=(ViewId=4,PropertyId=268435598,KeyId=330) StatsKeyMappings(183)=(ViewId=4,PropertyId=268435599,KeyId=331) StatsKeyMappings(184)=(ViewId=4,PropertyId=268435600,KeyId=332) StatsKeyMappings(185)=(ViewId=4,PropertyId=268435601,KeyId=333) StatsKeyMappings(186)=(ViewId=4,PropertyId=268435604,KeyId=336) StatsKeyMappings(187)=(ViewId=4,PropertyId=268435602,KeyId=334) StatsKeyMappings(188)=(ViewId=4,PropertyId=268435603,KeyId=335) StatsKeyMappings(189)=(ViewId=4,PropertyId=268435605,KeyId=337) StatsKeyMappings(190)=(ViewId=4,PropertyId=268435607,KeyId=338) StatsKeyMappings(191)=(ViewId=4,PropertyId=268435606,KeyId=339) StatsKeyMappings(192)=(ViewId=4,PropertyId=268435668,KeyId=340) StatsKeyMappings(193)=(ViewId=4,PropertyId=268435669,KeyId=341) StatsKeyMappings(194)=(ViewId=4,PropertyId=268435670,KeyId=342) StatsKeyMappings(195)=(ViewId=4,PropertyId=268435671,KeyId=343) StatsKeyMappings(196)=(ViewId=4,PropertyId=268435672,KeyId=344) StatsKeyMappings(197)=(ViewId=4,PropertyId=268435673,KeyId=345) StatsKeyMappings(198)=(ViewId=4,PropertyId=268435674,KeyId=346) StatsKeyMappings(199)=(ViewId=4,PropertyId=268435675,KeyId=347) StatsKeyMappings(200)=(ViewId=4,PropertyId=268435676,KeyId=348) StatsKeyMappings(201)=(ViewId=4,PropertyId=268435677,KeyId=349) StatsKeyMappings(202)=(ViewId=4,PropertyId=268435678,KeyId=350) StatsKeyMappings(203)=(ViewId=4,PropertyId=268435679,KeyId=351) StatsKeyMappings(204)=(ViewId=4,PropertyId=268435682,KeyId=354) StatsKeyMappings(205)=(ViewId=4,PropertyId=268435680,KeyId=352) StatsKeyMappings(206)=(ViewId=4,PropertyId=268435681,KeyId=353) StatsKeyMappings(207)=(ViewId=4,PropertyId=268435683,KeyId=355) StatsKeyMappings(208)=(ViewId=4,PropertyId=268435711,KeyId=356) StatsKeyMappings(209)=(ViewId=4,PropertyId=268435684,KeyId=357) StatsKeyMappings(210)=(ViewId=5,KeyId=358) StatsKeyMappings(211)=(ViewId=5,PropertyId=268435465,KeyId=359) StatsKeyMappings(212)=(ViewId=5,PropertyId=268435466,KeyId=360) StatsKeyMappings(213)=(ViewId=5,PropertyId=268435467,KeyId=361) StatsKeyMappings(214)=(ViewId=5,PropertyId=268435468,KeyId=362) StatsKeyMappings(215)=(ViewId=5,PropertyId=268435472,KeyId=363) StatsKeyMappings(216)=(ViewId=5,PropertyId=268435473,KeyId=364) StatsKeyMappings(217)=(ViewId=5,PropertyId=268435474,KeyId=365) StatsKeyMappings(218)=(ViewId=5,PropertyId=268435475,KeyId=366) StatsKeyMappings(219)=(ViewId=5,PropertyId=268435730,KeyId=367) StatsKeyMappings(220)=(ViewId=5,PropertyId=268435479,KeyId=368) StatsKeyMappings(221)=(ViewId=5,PropertyId=268435480,KeyId=369) StatsKeyMappings(222)=(ViewId=5,PropertyId=268435481,KeyId=370) StatsKeyMappings(223)=(ViewId=5,PropertyId=268435731,KeyId=371) StatsKeyMappings(224)=(ViewId=5,PropertyId=268435482,KeyId=372) StatsKeyMappings(225)=(ViewId=5,PropertyId=268435484,KeyId=373) StatsKeyMappings(226)=(ViewId=5,PropertyId=268435485,KeyId=374) StatsKeyMappings(227)=(ViewId=5,PropertyId=268435732,KeyId=375) StatsKeyMappings(228)=(ViewId=5,PropertyId=268435733,KeyId=376) StatsKeyMappings(229)=(ViewId=5,PropertyId=268435486,KeyId=377) StatsKeyMappings(230)=(ViewId=5,PropertyId=268435488,KeyId=378) StatsKeyMappings(231)=(ViewId=5,PropertyId=268435735,KeyId=379) StatsKeyMappings(232)=(ViewId=5,PropertyId=268435741,KeyId=385) StatsKeyMappings(233)=(ViewId=5,PropertyId=268435498,KeyId=386) StatsKeyMappings(234)=(ViewId=5,PropertyId=268435742,KeyId=387) StatsKeyMappings(235)=(ViewId=5,PropertyId=268435492,KeyId=381) StatsKeyMappings(236)=(ViewId=5,PropertyId=268435736,KeyId=380) StatsKeyMappings(237)=(ViewId=5,PropertyId=268435737,KeyId=382) StatsKeyMappings(238)=(ViewId=5,PropertyId=268435738,KeyId=383) StatsKeyMappings(239)=(ViewId=5,PropertyId=268435739,KeyId=384) StatsKeyMappings(240)=(ViewId=5,PropertyId=268435743,KeyId=388) StatsKeyMappings(241)=(ViewId=5,PropertyId=268435501,KeyId=389) StatsKeyMappings(242)=(ViewId=5,PropertyId=268435744,KeyId=390) StatsKeyMappings(243)=(ViewId=5,PropertyId=268435502,KeyId=391) StatsKeyMappings(244)=(ViewId=5,PropertyId=268435503,KeyId=392) StatsKeyMappings(245)=(ViewId=5,PropertyId=268435504,KeyId=393) StatsKeyMappings(246)=(ViewId=5,PropertyId=268435745,KeyId=394) StatsKeyMappings(247)=(ViewId=5,PropertyId=268435507,KeyId=395) StatsKeyMappings(248)=(ViewId=5,PropertyId=268435508,KeyId=396) StatsKeyMappings(249)=(ViewId=5,PropertyId=268435509,KeyId=397) StatsKeyMappings(250)=(ViewId=5,PropertyId=268435510,KeyId=398) StatsKeyMappings(251)=(ViewId=5,PropertyId=268435514,KeyId=399) StatsKeyMappings(252)=(ViewId=5,PropertyId=268435515,KeyId=400) StatsKeyMappings(253)=(ViewId=5,PropertyId=268435516,KeyId=401) StatsKeyMappings(254)=(ViewId=5,PropertyId=268435518,KeyId=402) StatsKeyMappings(255)=(ViewId=5,PropertyId=268435747,KeyId=403) StatsKeyMappings(256)=(ViewId=5,PropertyId=268435522,KeyId=404) StatsKeyMappings(257)=(ViewId=5,PropertyId=268435525,KeyId=405) StatsKeyMappings(258)=(ViewId=5,PropertyId=268435523,KeyId=406) StatsKeyMappings(259)=(ViewId=5,PropertyId=268435748,KeyId=407) StatsKeyMappings(260)=(ViewId=5,PropertyId=268435524,KeyId=408) StatsKeyMappings(261)=(ViewId=5,PropertyId=268435527,KeyId=409) StatsKeyMappings(262)=(ViewId=5,PropertyId=268435528,KeyId=410) StatsKeyMappings(263)=(ViewId=5,PropertyId=268435749,KeyId=411) StatsKeyMappings(264)=(ViewId=5,PropertyId=268435750,KeyId=412) StatsKeyMappings(265)=(ViewId=5,PropertyId=268435529,KeyId=413) StatsKeyMappings(266)=(ViewId=5,PropertyId=268435531,KeyId=414) StatsKeyMappings(267)=(ViewId=5,PropertyId=268435751,KeyId=415) StatsKeyMappings(268)=(ViewId=5,PropertyId=268435757,KeyId=421) StatsKeyMappings(269)=(ViewId=5,PropertyId=268435542,KeyId=422) StatsKeyMappings(270)=(ViewId=5,PropertyId=268435758,KeyId=423) StatsKeyMappings(271)=(ViewId=5,PropertyId=268435536,KeyId=417) StatsKeyMappings(272)=(ViewId=5,PropertyId=268435752,KeyId=416) StatsKeyMappings(273)=(ViewId=5,PropertyId=268435753,KeyId=418) StatsKeyMappings(274)=(ViewId=5,PropertyId=268435754,KeyId=419) StatsKeyMappings(275)=(ViewId=5,PropertyId=268435755,KeyId=420) StatsKeyMappings(276)=(ViewId=5,PropertyId=268435759,KeyId=424) StatsKeyMappings(277)=(ViewId=5,PropertyId=268435545,KeyId=425) StatsKeyMappings(278)=(ViewId=5,PropertyId=268435760,KeyId=426) StatsKeyMappings(279)=(ViewId=5,PropertyId=268435546,KeyId=427) StatsKeyMappings(280)=(ViewId=5,PropertyId=268435547,KeyId=428) StatsKeyMappings(281)=(ViewId=5,PropertyId=268435548,KeyId=429) StatsKeyMappings(282)=(ViewId=5,PropertyId=268435761,KeyId=430) StatsKeyMappings(283)=(ViewId=5,PropertyId=268435628,KeyId=431) StatsKeyMappings(284)=(ViewId=5,PropertyId=268435629,KeyId=432) StatsKeyMappings(285)=(ViewId=5,PropertyId=268435630,KeyId=433) StatsKeyMappings(286)=(ViewId=5,PropertyId=268435631,KeyId=434) StatsKeyMappings(287)=(ViewId=5,PropertyId=268435635,KeyId=435) StatsKeyMappings(288)=(ViewId=5,PropertyId=268435636,KeyId=436) StatsKeyMappings(289)=(ViewId=5,PropertyId=268435637,KeyId=437) StatsKeyMappings(290)=(ViewId=5,PropertyId=268435638,KeyId=438) StatsKeyMappings(291)=(ViewId=5,PropertyId=268435762,KeyId=439) StatsKeyMappings(292)=(ViewId=5,PropertyId=268435642,KeyId=440) StatsKeyMappings(293)=(ViewId=5,PropertyId=268435643,KeyId=441) StatsKeyMappings(294)=(ViewId=5,PropertyId=268435644,KeyId=442) StatsKeyMappings(295)=(ViewId=5,PropertyId=268435763,KeyId=443) StatsKeyMappings(296)=(ViewId=5,PropertyId=268435645,KeyId=444) StatsKeyMappings(297)=(ViewId=5,PropertyId=268435647,KeyId=445) StatsKeyMappings(298)=(ViewId=5,PropertyId=268435648,KeyId=446) StatsKeyMappings(299)=(ViewId=5,PropertyId=268435764,KeyId=447) StatsKeyMappings(300)=(ViewId=5,PropertyId=268435765,KeyId=448) StatsKeyMappings(301)=(ViewId=5,PropertyId=268435649,KeyId=449) StatsKeyMappings(302)=(ViewId=5,PropertyId=268435651,KeyId=450) StatsKeyMappings(303)=(ViewId=5,PropertyId=268435766,KeyId=451) StatsKeyMappings(304)=(ViewId=5,PropertyId=268435772,KeyId=457) StatsKeyMappings(305)=(ViewId=5,PropertyId=268435661,KeyId=458) StatsKeyMappings(306)=(ViewId=5,PropertyId=268435773,KeyId=459) StatsKeyMappings(307)=(ViewId=5,PropertyId=268435655,KeyId=453) StatsKeyMappings(308)=(ViewId=5,PropertyId=268435767,KeyId=452) StatsKeyMappings(309)=(ViewId=5,PropertyId=268435768,KeyId=454) StatsKeyMappings(310)=(ViewId=5,PropertyId=268435769,KeyId=455) StatsKeyMappings(311)=(ViewId=5,PropertyId=268435770,KeyId=456) StatsKeyMappings(312)=(ViewId=5,PropertyId=268435774,KeyId=460) StatsKeyMappings(313)=(ViewId=5,PropertyId=268435664,KeyId=461) StatsKeyMappings(314)=(ViewId=5,PropertyId=268435775,KeyId=462) StatsKeyMappings(315)=(ViewId=5,PropertyId=268435665,KeyId=463) StatsKeyMappings(316)=(ViewId=5,PropertyId=268435666,KeyId=464) StatsKeyMappings(317)=(ViewId=5,PropertyId=268435667,KeyId=465) StatsKeyMappings(318)=(ViewId=5,PropertyId=268435776,KeyId=466) StatsKeyMappings(319)=(ViewId=6,KeyId=62) StatsKeyMappings(320)=(ViewId=6,PropertyId=268435590,KeyId=63) StatsKeyMappings(321)=(ViewId=6,PropertyId=268435591,KeyId=64) StatsKeyMappings(322)=(ViewId=6,PropertyId=268435592,KeyId=65) StatsKeyMappings(323)=(ViewId=6,PropertyId=268435593,KeyId=66) StatsKeyMappings(324)=(ViewId=6,PropertyId=268435594,KeyId=67) StatsKeyMappings(325)=(ViewId=6,PropertyId=268435595,KeyId=68) StatsKeyMappings(326)=(ViewId=6,PropertyId=268435596,KeyId=69) StatsKeyMappings(327)=(ViewId=6,PropertyId=268435597,KeyId=70) StatsKeyMappings(328)=(ViewId=6,PropertyId=268435598,KeyId=71) StatsKeyMappings(329)=(ViewId=6,PropertyId=268435599,KeyId=72) StatsKeyMappings(330)=(ViewId=6,PropertyId=268435600,KeyId=73) StatsKeyMappings(331)=(ViewId=6,PropertyId=268435601,KeyId=74) StatsKeyMappings(332)=(ViewId=6,PropertyId=268435604,KeyId=77) StatsKeyMappings(333)=(ViewId=6,PropertyId=268435602,KeyId=75) StatsKeyMappings(334)=(ViewId=6,PropertyId=268435603,KeyId=76) StatsKeyMappings(335)=(ViewId=6,PropertyId=268435605,KeyId=78) StatsKeyMappings(336)=(ViewId=6,PropertyId=268435607,KeyId=79) StatsKeyMappings(337)=(ViewId=6,PropertyId=268435606,KeyId=80) StatsKeyMappings(338)=(ViewId=6,PropertyId=268435668,KeyId=81) StatsKeyMappings(339)=(ViewId=6,PropertyId=268435669,KeyId=82) StatsKeyMappings(340)=(ViewId=6,PropertyId=268435670,KeyId=83) StatsKeyMappings(341)=(ViewId=6,PropertyId=268435671,KeyId=84) StatsKeyMappings(342)=(ViewId=6,PropertyId=268435672,KeyId=85) StatsKeyMappings(343)=(ViewId=6,PropertyId=268435673,KeyId=86) StatsKeyMappings(344)=(ViewId=6,PropertyId=268435674,KeyId=87) StatsKeyMappings(345)=(ViewId=6,PropertyId=268435675,KeyId=88) StatsKeyMappings(346)=(ViewId=6,PropertyId=268435676,KeyId=89) StatsKeyMappings(347)=(ViewId=6,PropertyId=268435677,KeyId=90) StatsKeyMappings(348)=(ViewId=6,PropertyId=268435678,KeyId=91) StatsKeyMappings(349)=(ViewId=6,PropertyId=268435679,KeyId=92) StatsKeyMappings(350)=(ViewId=6,PropertyId=268435682,KeyId=95) StatsKeyMappings(351)=(ViewId=6,PropertyId=268435680,KeyId=93) StatsKeyMappings(352)=(ViewId=6,PropertyId=268435681,KeyId=94) StatsKeyMappings(353)=(ViewId=6,PropertyId=268435683,KeyId=96) StatsKeyMappings(354)=(ViewId=6,PropertyId=268435711,KeyId=97) StatsKeyMappings(355)=(ViewId=6,PropertyId=268435684,KeyId=98) StatsKeyMappings(356)=(ViewId=7,KeyId=99) StatsKeyMappings(357)=(ViewId=7,PropertyId=268435465,KeyId=100) StatsKeyMappings(358)=(ViewId=7,PropertyId=268435466,KeyId=101) StatsKeyMappings(359)=(ViewId=7,PropertyId=268435467,KeyId=102) StatsKeyMappings(360)=(ViewId=7,PropertyId=268435468,KeyId=103) StatsKeyMappings(361)=(ViewId=7,PropertyId=268435472,KeyId=104) StatsKeyMappings(362)=(ViewId=7,PropertyId=268435473,KeyId=105) StatsKeyMappings(363)=(ViewId=7,PropertyId=268435474,KeyId=106) StatsKeyMappings(364)=(ViewId=7,PropertyId=268435475,KeyId=107) StatsKeyMappings(365)=(ViewId=7,PropertyId=268435730,KeyId=108) StatsKeyMappings(366)=(ViewId=7,PropertyId=268435479,KeyId=109) StatsKeyMappings(367)=(ViewId=7,PropertyId=268435480,KeyId=110) StatsKeyMappings(368)=(ViewId=7,PropertyId=268435481,KeyId=111) StatsKeyMappings(369)=(ViewId=7,PropertyId=268435731,KeyId=112) StatsKeyMappings(370)=(ViewId=7,PropertyId=268435482,KeyId=113) StatsKeyMappings(371)=(ViewId=7,PropertyId=268435484,KeyId=114) StatsKeyMappings(372)=(ViewId=7,PropertyId=268435485,KeyId=115) StatsKeyMappings(373)=(ViewId=7,PropertyId=268435732,KeyId=116) StatsKeyMappings(374)=(ViewId=7,PropertyId=268435733,KeyId=117) StatsKeyMappings(375)=(ViewId=7,PropertyId=268435486,KeyId=118) StatsKeyMappings(376)=(ViewId=7,PropertyId=268435488,KeyId=119) StatsKeyMappings(377)=(ViewId=7,PropertyId=268435735,KeyId=120) StatsKeyMappings(378)=(ViewId=7,PropertyId=268435741,KeyId=126) StatsKeyMappings(379)=(ViewId=7,PropertyId=268435498,KeyId=127) StatsKeyMappings(380)=(ViewId=7,PropertyId=268435742,KeyId=128) StatsKeyMappings(381)=(ViewId=7,PropertyId=268435492,KeyId=122) StatsKeyMappings(382)=(ViewId=7,PropertyId=268435736,KeyId=121) StatsKeyMappings(383)=(ViewId=7,PropertyId=268435737,KeyId=123) StatsKeyMappings(384)=(ViewId=7,PropertyId=268435738,KeyId=124) StatsKeyMappings(385)=(ViewId=7,PropertyId=268435739,KeyId=125) StatsKeyMappings(386)=(ViewId=7,PropertyId=268435743,KeyId=129) StatsKeyMappings(387)=(ViewId=7,PropertyId=268435501,KeyId=130) StatsKeyMappings(388)=(ViewId=7,PropertyId=268435744,KeyId=131) StatsKeyMappings(389)=(ViewId=7,PropertyId=268435502,KeyId=132) StatsKeyMappings(390)=(ViewId=7,PropertyId=268435503,KeyId=133) StatsKeyMappings(391)=(ViewId=7,PropertyId=268435504,KeyId=134) StatsKeyMappings(392)=(ViewId=7,PropertyId=268435745,KeyId=135) StatsKeyMappings(393)=(ViewId=7,PropertyId=268435507,KeyId=136) StatsKeyMappings(394)=(ViewId=7,PropertyId=268435508,KeyId=137) StatsKeyMappings(395)=(ViewId=7,PropertyId=268435509,KeyId=138) StatsKeyMappings(396)=(ViewId=7,PropertyId=268435510,KeyId=139) StatsKeyMappings(397)=(ViewId=7,PropertyId=268435514,KeyId=140) StatsKeyMappings(398)=(ViewId=7,PropertyId=268435515,KeyId=141) StatsKeyMappings(399)=(ViewId=7,PropertyId=268435516,KeyId=142) StatsKeyMappings(400)=(ViewId=7,PropertyId=268435518,KeyId=143) StatsKeyMappings(401)=(ViewId=7,PropertyId=268435747,KeyId=144) StatsKeyMappings(402)=(ViewId=7,PropertyId=268435522,KeyId=145) StatsKeyMappings(403)=(ViewId=7,PropertyId=268435525,KeyId=146) StatsKeyMappings(404)=(ViewId=7,PropertyId=268435523,KeyId=147) StatsKeyMappings(405)=(ViewId=7,PropertyId=268435748,KeyId=148) StatsKeyMappings(406)=(ViewId=7,PropertyId=268435524,KeyId=149) StatsKeyMappings(407)=(ViewId=7,PropertyId=268435527,KeyId=150) StatsKeyMappings(408)=(ViewId=7,PropertyId=268435528,KeyId=151) StatsKeyMappings(409)=(ViewId=7,PropertyId=268435749,KeyId=152) StatsKeyMappings(410)=(ViewId=7,PropertyId=268435750,KeyId=153) StatsKeyMappings(411)=(ViewId=7,PropertyId=268435529,KeyId=154) StatsKeyMappings(412)=(ViewId=7,PropertyId=268435531,KeyId=155) StatsKeyMappings(413)=(ViewId=7,PropertyId=268435751,KeyId=156) StatsKeyMappings(414)=(ViewId=7,PropertyId=268435757,KeyId=162) StatsKeyMappings(415)=(ViewId=7,PropertyId=268435542,KeyId=163) StatsKeyMappings(416)=(ViewId=7,PropertyId=268435758,KeyId=164) StatsKeyMappings(417)=(ViewId=7,PropertyId=268435536,KeyId=158) StatsKeyMappings(418)=(ViewId=7,PropertyId=268435752,KeyId=157) StatsKeyMappings(419)=(ViewId=7,PropertyId=268435753,KeyId=159) StatsKeyMappings(420)=(ViewId=7,PropertyId=268435754,KeyId=160) StatsKeyMappings(421)=(ViewId=7,PropertyId=268435755,KeyId=161) StatsKeyMappings(422)=(ViewId=7,PropertyId=268435759,KeyId=165) StatsKeyMappings(423)=(ViewId=7,PropertyId=268435545,KeyId=166) StatsKeyMappings(424)=(ViewId=7,PropertyId=268435760,KeyId=167) StatsKeyMappings(425)=(ViewId=7,PropertyId=268435546,KeyId=168) StatsKeyMappings(426)=(ViewId=7,PropertyId=268435547,KeyId=169) StatsKeyMappings(427)=(ViewId=7,PropertyId=268435548,KeyId=170) StatsKeyMappings(428)=(ViewId=7,PropertyId=268435761,KeyId=171) StatsKeyMappings(429)=(ViewId=7,PropertyId=268435628,KeyId=172) StatsKeyMappings(430)=(ViewId=7,PropertyId=268435629,KeyId=173) StatsKeyMappings(431)=(ViewId=7,PropertyId=268435630,KeyId=174) StatsKeyMappings(432)=(ViewId=7,PropertyId=268435631,KeyId=175) StatsKeyMappings(433)=(ViewId=7,PropertyId=268435635,KeyId=176) StatsKeyMappings(434)=(ViewId=7,PropertyId=268435636,KeyId=177) StatsKeyMappings(435)=(ViewId=7,PropertyId=268435637,KeyId=178) StatsKeyMappings(436)=(ViewId=7,PropertyId=268435638,KeyId=179) StatsKeyMappings(437)=(ViewId=7,PropertyId=268435762,KeyId=180) StatsKeyMappings(438)=(ViewId=7,PropertyId=268435642,KeyId=181) StatsKeyMappings(439)=(ViewId=7,PropertyId=268435643,KeyId=182) StatsKeyMappings(440)=(ViewId=7,PropertyId=268435644,KeyId=183) StatsKeyMappings(441)=(ViewId=7,PropertyId=268435763,KeyId=184) StatsKeyMappings(442)=(ViewId=7,PropertyId=268435645,KeyId=185) StatsKeyMappings(443)=(ViewId=7,PropertyId=268435647,KeyId=186) StatsKeyMappings(444)=(ViewId=7,PropertyId=268435648,KeyId=187) StatsKeyMappings(445)=(ViewId=7,PropertyId=268435764,KeyId=188) StatsKeyMappings(446)=(ViewId=7,PropertyId=268435765,KeyId=189) StatsKeyMappings(447)=(ViewId=7,PropertyId=268435649,KeyId=190) StatsKeyMappings(448)=(ViewId=7,PropertyId=268435651,KeyId=191) StatsKeyMappings(449)=(ViewId=7,PropertyId=268435766,KeyId=192) StatsKeyMappings(450)=(ViewId=7,PropertyId=268435772,KeyId=198) StatsKeyMappings(451)=(ViewId=7,PropertyId=268435661,KeyId=199) StatsKeyMappings(452)=(ViewId=7,PropertyId=268435773,KeyId=200) StatsKeyMappings(453)=(ViewId=7,PropertyId=268435655,KeyId=194) StatsKeyMappings(454)=(ViewId=7,PropertyId=268435767,KeyId=193) StatsKeyMappings(455)=(ViewId=7,PropertyId=268435768,KeyId=195) StatsKeyMappings(456)=(ViewId=7,PropertyId=268435769,KeyId=196) StatsKeyMappings(457)=(ViewId=7,PropertyId=268435770,KeyId=197) StatsKeyMappings(458)=(ViewId=7,PropertyId=268435774,KeyId=201) StatsKeyMappings(459)=(ViewId=7,PropertyId=268435664,KeyId=202) StatsKeyMappings(460)=(ViewId=7,PropertyId=268435775,KeyId=203) StatsKeyMappings(461)=(ViewId=7,PropertyId=268435665,KeyId=204) StatsKeyMappings(462)=(ViewId=7,PropertyId=268435666,KeyId=205) StatsKeyMappings(463)=(ViewId=7,PropertyId=268435667,KeyId=206) StatsKeyMappings(464)=(ViewId=7,PropertyId=268435776,KeyId=207) StatsKeyMappings(465)=(ViewId=8,KeyId=208) StatsKeyMappings(466)=(ViewId=8,PropertyId=268435463,KeyId=209) StatsKeyMappings(467)=(ViewId=8,PropertyId=268435464,KeyId=210) StatsKeyMappings(468)=(ViewId=8,PropertyId=268435469,KeyId=211) StatsKeyMappings(469)=(ViewId=8,PropertyId=268435470,KeyId=212) StatsKeyMappings(470)=(ViewId=8,PropertyId=268435471,KeyId=213) StatsKeyMappings(471)=(ViewId=8,PropertyId=268435780,KeyId=214) StatsKeyMappings(472)=(ViewId=8,PropertyId=268435476,KeyId=215) StatsKeyMappings(473)=(ViewId=8,PropertyId=268435477,KeyId=216) StatsKeyMappings(474)=(ViewId=8,PropertyId=268435483,KeyId=217) StatsKeyMappings(475)=(ViewId=8,PropertyId=268435489,KeyId=218) StatsKeyMappings(476)=(ViewId=8,PropertyId=268435490,KeyId=219) StatsKeyMappings(477)=(ViewId=8,PropertyId=268435494,KeyId=220) StatsKeyMappings(478)=(ViewId=8,PropertyId=268435716,KeyId=221) StatsKeyMappings(479)=(ViewId=8,PropertyId=268435496,KeyId=222) StatsKeyMappings(480)=(ViewId=8,PropertyId=268435712,KeyId=223) StatsKeyMappings(481)=(ViewId=8,PropertyId=268435740,KeyId=224) StatsKeyMappings(482)=(ViewId=8,PropertyId=268435499,KeyId=225) StatsKeyMappings(483)=(ViewId=8,PropertyId=268435500,KeyId=226) StatsKeyMappings(484)=(ViewId=8,PropertyId=268435505,KeyId=227) StatsKeyMappings(485)=(ViewId=8,PropertyId=268435506,KeyId=228) StatsKeyMappings(486)=(ViewId=8,PropertyId=268435511,KeyId=229) StatsKeyMappings(487)=(ViewId=8,PropertyId=268435512,KeyId=230) StatsKeyMappings(488)=(ViewId=8,PropertyId=268435513,KeyId=231) StatsKeyMappings(489)=(ViewId=8,PropertyId=268435517,KeyId=232) StatsKeyMappings(490)=(ViewId=8,PropertyId=268435519,KeyId=233) StatsKeyMappings(491)=(ViewId=8,PropertyId=268435520,KeyId=234) StatsKeyMappings(492)=(ViewId=8,PropertyId=268435526,KeyId=235) StatsKeyMappings(493)=(ViewId=8,PropertyId=268435533,KeyId=236) StatsKeyMappings(494)=(ViewId=8,PropertyId=268435534,KeyId=237) StatsKeyMappings(495)=(ViewId=8,PropertyId=268435538,KeyId=238) StatsKeyMappings(496)=(ViewId=8,PropertyId=268435540,KeyId=239) StatsKeyMappings(497)=(ViewId=8,PropertyId=268435541,KeyId=240) StatsKeyMappings(498)=(ViewId=8,PropertyId=268435713,KeyId=241) StatsKeyMappings(499)=(ViewId=8,PropertyId=268435756,KeyId=242) StatsKeyMappings(500)=(ViewId=8,PropertyId=268435543,KeyId=243) StatsKeyMappings(501)=(ViewId=8,PropertyId=268435544,KeyId=244) StatsKeyMappings(502)=(ViewId=8,PropertyId=268435626,KeyId=245) StatsKeyMappings(503)=(ViewId=8,PropertyId=268435627,KeyId=246) StatsKeyMappings(504)=(ViewId=8,PropertyId=268435632,KeyId=247) StatsKeyMappings(505)=(ViewId=8,PropertyId=268435633,KeyId=248) StatsKeyMappings(506)=(ViewId=8,PropertyId=268435634,KeyId=249) StatsKeyMappings(507)=(ViewId=8,PropertyId=268435639,KeyId=250) StatsKeyMappings(508)=(ViewId=8,PropertyId=268435640,KeyId=251) StatsKeyMappings(509)=(ViewId=8,PropertyId=268435646,KeyId=252) StatsKeyMappings(510)=(ViewId=8,PropertyId=268435652,KeyId=253) StatsKeyMappings(511)=(ViewId=8,PropertyId=268435653,KeyId=254) StatsKeyMappings(512)=(ViewId=8,PropertyId=268435657,KeyId=255) StatsKeyMappings(513)=(ViewId=8,PropertyId=268435715,KeyId=256) StatsKeyMappings(514)=(ViewId=8,PropertyId=268435659,KeyId=257) StatsKeyMappings(515)=(ViewId=8,PropertyId=268435714,KeyId=258) StatsKeyMappings(516)=(ViewId=8,PropertyId=268435777,KeyId=259) StatsKeyMappings(517)=(ViewId=8,PropertyId=268435662,KeyId=260) StatsKeyMappings(518)=(ViewId=8,PropertyId=268435663,KeyId=261) LocationUrlsForInvites(0)="ut3pc" LocationUrl="ut3pc" DefaultStatus="Playing" GameInviteMessage="Would you like to play a game?" ConnectionPresenceTimeInterval=0.500000 EncryptedProductKey="001000000000208140157223001021209017140122000192079194151235001000000000173125220174007040164078143222046150095232005133000000000000002000000000000000016102000000000001000000032000000000170090163021182240135235122171228055075061126051111066024213038137021102096107003191052221255240000000000000014128000000000002000000032000000000000180091164156235045194166004053092046026217049073245070240013003218114071228209005229028034248032000000000162004248004028109211129146076182017175139064063034109129139209226001184046087210250253143235223064000000000100046109082049164167216174093118052227197015160091031025109004012251130166213222218135145205074198133153052101150067243036066247085172234208135048086103071237153097051224171161107133014073239" StunServerAddress(0)="stunserver.org" StunServerAddress(1)="stun.xten.com" Name="Default__OnlineSubsystemGameSpy" ObjectArchetype=OnlineSubsystemCommonImpl'IpDrv.Default__OnlineSubsystemCommonImpl' } |
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