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UTGame.UTGame


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04750
/**
 *
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

class UTGame extends GameInfo
	config(Game)
	abstract
	native;










const GS_USERNAME_MAXLENGTH					 = 15;
const GS_PASSWORD_MAXLENGTH					 = 30;
const GS_MESSAGE_MAXLENGTH					 = 255;
const GS_EMAIL_MAXLENGTH					 = 50;
const GS_CDKEY_PART_MAXLENGTH				 = 4;


const CONTEXT_PRESENCE_MENUPRESENCE              = 0;

const CONTEXT_GAME_MODE							 = 0x0000800B;


const CONTEXT_GAME_MODE_DM                       = 0;
const CONTEXT_GAME_MODE_CTF                      = 1;
const CONTEXT_GAME_MODE_WAR                      = 2;
const CONTEXT_GAME_MODE_VCTF					 = 3;
const CONTEXT_GAME_MODE_TDM                      = 4;
const CONTEXT_GAME_MODE_DUEL                     = 5;
const CONTEXT_GAME_MODE_CUSTOM                   = 6;
const CONTEXT_GAME_MODE_CAMPAIGN                 = 7;
const CONTEXT_GAME_MODE_GREED					 = 8;
const CONTEXT_GAME_MODE_BETRAYAL				 = 9;

const CONTEXT_BOTSKILL                           = 0;
const CONTEXT_MAPNAME                            = 1;
const CONTEXT_PURESERVER                         = 6;
const CONTEXT_LOCKEDSERVER                       = 7;
const CONTEXT_VSBOTS                             = 8;
const CONTEXT_CAMPAIGN                           = 9;
const CONTEXT_FORCERESPAWN                       = 10;
const CONTEXT_ALLOWKEYBOARD                      = 11;
const CONTEXT_FULLSERVER                         = 12;
const CONTEXT_EMPTYSERVER                        = 13;
const CONTEXT_DEDICATEDSERVER                    = 14;


const CONTEXT_BOTSKILL_AUTOADJUSTSKILL                     = 0;
const CONTEXT_BOTSKILL_NOVICE                              = 1;
const CONTEXT_BOTSKILL_AVERAGE                             = 2;
const CONTEXT_BOTSKILL_EXPERIENCED                         = 3;
const CONTEXT_BOTSKILL_SKILLED                             = 4;
const CONTEXT_BOTSKILL_ADEPT                               = 5;
const CONTEXT_BOTSKILL_MASTERFUL                           = 6;
const CONTEXT_BOTSKILL_INHUMAN                             = 7;
const CONTEXT_BOTSKILL_GODLIKE                             = 8;




const CONTEXT_MAPNAME_CUSTOM                     = 0;
const CONTEXT_MAPNAME_CORET                      = 1;
const CONTEXT_MAPNAME_HYDROSIS                   = 2;
const CONTEXT_MAPNAME_OMICRON_DAWN               = 3;
const CONTEXT_MAPNAME_REFLECTION                 = 4;
const CONTEXT_MAPNAME_STRIDENT                   = 5;
const CONTEXT_MAPNAME_VERTEBRAE                  = 6;
const CONTEXT_MAPNAME_ARSENAL                    = 7;
const CONTEXT_MAPNAME_BIOHAZARD                  = 8;
const CONTEXT_MAPNAME_CARBON_FIRE                = 9;
const CONTEXT_MAPNAME_DECK                       = 10;
const CONTEXT_MAPNAME_DEFIANCE                   = 11;
const CONTEXT_MAPNAME_DEIMOS                     = 12;
const CONTEXT_MAPNAME_DIESEL                     = 13;
const CONTEXT_MAPNAME_FEARLESS                   = 14;
const CONTEXT_MAPNAME_GATEWAY                    = 15;
const CONTEXT_MAPNAME_HEAT_RAY                   = 16;
const CONTEXT_MAPNAME_RISING_SUN                 = 17;
const CONTEXT_MAPNAME_SANCTUARY                  = 18;
const CONTEXT_MAPNAME_SENTINEL                   = 19;
const CONTEXT_MAPNAME_SHANGRILA                  = 20;
const CONTEXT_MAPNAME_CONTAINMENT                = 21;
const CONTEXT_MAPNAME_CONTAINMENTSP              = 22;
const CONTEXT_MAPNAME_CORRUPTION                 = 23;
const CONTEXT_MAPNAME_KARGO                      = 24;
const CONTEXT_MAPNAME_NECROPOLIS                 = 25;
const CONTEXT_MAPNAME_SANDSTORM                  = 26;
const CONTEXT_MAPNAME_SUSPENSE                   = 27;
const CONTEXT_MAPNAME_AVALANCHE                  = 28;
const CONTEXT_MAPNAME_DOWNTOWN                   = 29;
const CONTEXT_MAPNAME_DUSK                       = 30;
const CONTEXT_MAPNAME_FLOODGATE                  = 31;
const CONTEXT_MAPNAME_ISLANDER                   = 32;
const CONTEXT_MAPNAME_ISLANDERNECRIS             = 33;
const CONTEXT_MAPNAME_MARKET_DISTRICT            = 34;
const CONTEXT_MAPNAME_ONYX_COAST                 = 35;
const CONTEXT_MAPNAME_POWER_SURGE                = 36;
const CONTEXT_MAPNAME_SERENITY                   = 37;
const CONTEXT_MAPNAME_SERENITYNECRIS             = 38;
const CONTEXT_MAPNAME_SINKHOLE                   = 39;
const CONTEXT_MAPNAME_TANK_CROSSING              = 40;
const CONTEXT_MAPNAME_TORLAN                     = 41;
const CONTEXT_MAPNAME_TORLANLEVIATHAN            = 42;
const CONTEXT_MAPNAME_TORLANNECRIS               = 43;
const CONTEXT_MAPNAME_MISSION_SELECTION          = 44;
const CONTEXT_MAPNAME_KBARGE					 = 45;
const CONTEXT_MAPNAME_MORBIAS					 = 46;
const CONTEXT_MAPNAME_FACINGWORLDS				 = 47;
const CONTEXT_MAPNAME_SEARCHLIGHT				 = 48;
const CONTEXT_MAPNAME_RAILS						 = 49;
const CONTEXT_MAPNAME_SUSPENSE_NECRIS			 = 50;
const CONTEXT_MAPNAME_COLDHARBOR				 = 51;
const CONTEXT_MAPNAME_DOWNTOWNNECRIS			 = 52;

const CONTEXT_MAPNAME_LOSTCAUSE					 = 53;
const CONTEXT_MAPNAME_MORBID					 = 54;
const CONTEXT_MAPNAME_NANOBLACK					 = 55;
const CONTEXT_MAPNAME_SHAFT						 = 56;
const CONTEXT_MAPNAME_DARKMATCH					 = 57;
const CONTEXT_MAPNAME_OCEANRELIC				 = 58;
const CONTEXT_MAPNAME_EDENINC					 = 59;
const CONTEXT_MAPNAME_TURBINE					 = 60;
const CONTEXT_MAPNAME_STRANDED					 = 61;
const CONTEXT_MAPNAME_CONFRONTATION				 = 62;
const CONTEXT_MAPNAME_HOSTILE					 = 63;



const CONTEXT_GOALSCORE_5                        = 0;
const CONTEXT_GOALSCORE_10                       = 1;
const CONTEXT_GOALSCORE_15                       = 2;
const CONTEXT_GOALSCORE_20                       = 3;
const CONTEXT_GOALSCORE_30                       = 4;



const CONTEXT_NUMBOTS_0                          = 0;
const CONTEXT_NUMBOTS_1                          = 1;
const CONTEXT_NUMBOTS_2                          = 2;
const CONTEXT_NUMBOTS_3                          = 3;
const CONTEXT_NUMBOTS_4                          = 4;
const CONTEXT_NUMBOTS_5                          = 5;
const CONTEXT_NUMBOTS_6                          = 6;
const CONTEXT_NUMBOTS_7                          = 7;
const CONTEXT_NUMBOTS_8                          = 8;



const CONTEXT_TIMELIMIT_5                        = 0;
const CONTEXT_TIMELIMIT_10                       = 1;
const CONTEXT_TIMELIMIT_15                       = 2;
const CONTEXT_TIMELIMIT_20                       = 3;
const CONTEXT_TIMELIMIT_30                       = 4;



const CONTEXT_PURESERVER_NO                                = 0;
const CONTEXT_PURESERVER_YES                               = 1;
const CONTEXT_PURESERVER_ANY                               = 2;



const CONTEXT_LOCKEDSERVER_NO                              = 0;
const CONTEXT_LOCKEDSERVER_YES                             = 1;



const CONTEXT_CAMPAIGN_NO                                  = 0;
const CONTEXT_CAMPAIGN_YES                                 = 1;



const CONTEXT_FORCERESPAWN_NO                              = 0;
const CONTEXT_FORCERESPAWN_YES                             = 1;



const CONTEXT_ALLOWKEYBOARD_NO                             = 0;
const CONTEXT_ALLOWKEYBOARD_YES                            = 1;
const CONTEXT_ALLOWKEYBOARD_ANY                            = 2;


const CONTEXT_FULLSERVER_NO                                = 0;
const CONTEXT_FULLSERVER_YES                               = 1;


const CONTEXT_EMPTYSERVER_NO					= 0;
const CONTEXT_EMPTYSERVER_YES					= 1;


const CONTEXT_DEDICATEDSERVER_NO                = 0;
const CONTEXT_DEDICATEDSERVER_YES               = 1;



const  CONTEXT_VSBOTS_NONE                       = 0;
const  CONTEXT_VSBOTS_1_TO_2                     = 1;
const  CONTEXT_VSBOTS_1_TO_1                     = 2;
const  CONTEXT_VSBOTS_3_TO_2					 = 3;
const  CONTEXT_VSBOTS_2_TO_1                     = 4;
const  CONTEXT_VSBOTS_3_TO_1                     = 5;
const  CONTEXT_VSBOTS_4_TO_1                     = 6;

const PROPERTY_NUMBOTS							 = 0x100000F7;
const PROPERTY_GOALSCORE						 = 0x100000F8;
const PROPERTY_TIMELIMIT				         = 0x100000F9;
const PROPERTY_NUMBOTSIA				         = 0x100000FA;
const PROPERTY_LEADERBOARDRATING	             = 0x20000004;
const PROPERTY_EPICMUTATORS                      = 0x10000105;
const PROPERTY_STEAMID					         = 0x10000200;
const PROPERTY_STEAMVAC					         = 0x10000201;


const PROPERTY_CUSTOMMAPNAME                     = 0x40000001;
const PROPERTY_CUSTOMGAMEMODE                    = 0x40000002;
const PROPERTY_SERVERDESCRIPTION                 = 0x40000003;
const PROPERTY_CUSTOMMUTATORS                    = 0x40000004;
const PROPERTY_CUSTOMMUTCLASSES                  = 0x40000005;


const QUERY_DM									 = 0;
const QUERY_TDM									 = 1;
const QUERY_CTF									 = 2;
const QUERY_VCTF								 = 3;
const QUERY_WAR									 = 4;
const QUERY_DUEL								 = 5;
const QUERY_CAMPAIGN							 = 6;
const QUERY_GREED								 = 7;
const QUERY_BETRAYAL							 = 8;



const STATS_VIEW_DM_PLAYER_ALLTIME                         = 1;
const STATS_VIEW_DM_RANKED_ALLTIME                         = 2;
const STATS_VIEW_DM_WEAPONS_ALLTIME                        = 3;
const STATS_VIEW_DM_VEHICLES_ALLTIME                       = 4;
const STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME                 = 5;
const STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME                = 6;
const STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME          = 7;
const STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME                 = 8;

#linenumber 11;

/** if set, when this class is compiled, a menu entry for it will be automatically added/updated in its package.ini file
 * (abstract classes are skipped even if this flag is set)
 */
var bool bExportMenuData;

var bool				bWeaponStay;              // Whether or not weapons stay when picked up.
var bool				bTeamScoreRounds;
var bool				bSoaking;
var bool				bPlayersVsBots;
var bool				bCustomBots;

/** If true, no custom characters will be allowed, all players will be default */
var globalconfig	bool	bNoCustomCharacters;

var string Acronym;
var localized string Description;

var globalconfig	int		ServerSkillLevel;	// The Server Skill Level ( 0 - 2, Beginner/Experienced/Expert )
var globalconfig	float	EndTimeDelay;
var globalconfig	float	BotRatio;			// only used when bPlayersVsBots is true
var config			int 	NetWait;       // time to wait for players in netgames w/ bWaitForNetPlayers (typically team games)
/** how long we wait for clients to perform initial processing at the start of the game (UTPlayerController::bInitialProcessingComplete) */
var config int ClientProcessingTimeout;
var globalconfig	int		MinNetPlayers; // how many players must join before net game will start
var globalconfig	int		RestartWait;

var					bool	bAutoNumBots;			// Match bots to map's recommended bot count
var globalconfig	bool	bPlayersMustBeReady;	// players must confirm ready for game to start
var globalconfig	bool	bForceRespawn;			/** Force dead players to respawn immediately if true (configurable) */
var					bool	bTempForceRespawn;		/** Temporary (used in game) version of bForceRespawn */
var globalconfig	bool    bWaitForNetPlayers;     // wait until more than MinNetPlayers players have joined before starting match

var config bool bWarmupRound;			// If true, this match will have a warmup round
var config int WarmupTime;				// How long is the warmup round (In Seconds)
var					int		WarmupRemaining;		// How much time left in the Warmup Round

var bool	bFirstBlood;
var bool	bQuickStart;
var bool	bSkipPlaySound;		// override "play!" sound
var bool	bStartedCountDown;
var bool	bFinalStartup;
var bool	bOverTimeBroadcast;
var bool bMustHaveMultiplePlayers;
var bool bPlayerBecameActive;
var bool    bMustJoinBeforeStart;   // players can only spectate if they join after the game starts
var bool	bDemoMode;				// turn off HUD, etc.
/** whether not yet driven vehicles can take damage */
var bool bUndrivenVehicleDamage;

/** If true, look for nearby weaponlocker weapons (for game types which implement this functionality) */
var bool bStartWithLockerWeaps;

var byte StartupStage;              // what startup message to display
var int DesiredPlayerCount;			// bots will fill in to reach this value as needed

var config float		SpawnProtectionTime;
var int			DefaultMaxLives;
var config int			LateEntryLives;	// defines how many lives in a player can still join

var int PendingMatchElapsedTime;
var int CountDown;
var float AdjustedDifficulty;
var int PlayerKills, PlayerDeaths;

var NavigationPoint LastPlayerStartSpot;    // last place current player looking for start spot started from
var NavigationPoint LastStartSpot;          // last place any player started from

var float EndTime;
var int             EndMessageWait;         // wait before playing which team won the match
var transient int   EndMessageCounter;      // end message counter

var   string			      RulesMenuType;			// Type of rules menu to display.
var   string				  GameUMenuType;			// Type of Game dropdown to display.

var actor EndGameFocus;

var() int                     ResetCountDown;
var() config int              ResetTimeDelay;           // time (seconds) before restarting teams

var UTVehicle VehicleList;

var UTTeamInfo EnemyRoster;
var string EnemyRosterName;
var string DefaultEnemyRosterClass;

/** Default inventory added via AddDefaultInventory() */
var array< class<Inventory> >	DefaultInventory;

// translocator
var bool	bAllowTranslocator;
var UTProj_TransDisc BeaconList;
/** class to add to default inventory when translocator is enabled (translocator can't be enabled unless this has a value) */
var class<Inventory> TranslocatorClass;

// hoverboard
var			bool	bAllowHoverboard;

var class<UTVictoryMessage>	VictoryMessageClass;
struct native GameTypePrefix
{
	/** map prefix, e.g. "DM" */
	var string Prefix;
	/** gametype used if none specified on the URL */
	var string GameType;
	/** additional gametypes supported by this map prefix via the URL (used for cooking) */
	var array<string> AdditionalGameTypes;
};
var array<GameTypePrefix> DefaultMapPrefixes; /** Used for loading appropriate game type if non-specified in URL */
var globalconfig array<GameTypePrefix> CustomMapPrefixes; /** Used for loading appropriate game type if non-specified in URL */
var array<string> MapPrefixes; /** Prefix characters for names of maps for this game type */

// console server
var bool bConsoleServer;

/** PlayerController class to use on consoles */
var class<PlayerController> ConsolePlayerControllerClass;

/**
 * This being false implies that only gamepads are valid for input type.
 * This is not 100% precise as you could have a keyboard + gamepad which could be valid if we wanted to allow typing but no movement.
 **/
var bool bAllowKeyboardAndMouse;

/** Used by the single player game */
var int SinglePlayerMissionID;

/** prefix of filename to record a demo to - a number is added on to get a unique filename (empty string means don't record) */
var string DemoPrefix;

/** class used for AI bots */
var class<UTBot> BotClass;

// These variables are set by the UI on the default object and should be read using the default object of class'UTGame'.

/** Game Map Cycles, there is a map cycle per game mode */
struct native GameMapCycle
{
	var name GameClassName;
	var array<string> Maps;
};
var deprecated globalconfig array<GameMapCycle> GameSpecificMapCycles;

/** index of current map in the cycle */
var deprecated globalconfig int MapCycleIndex;


/** Array of active bot names. */
struct native ActiveBotInfo
{
	/** name of character */
	var string BotName;
	/** whether the bot is currently in the game */
	var bool bInUse;
};
var globalconfig array<ActiveBotInfo> ActiveBots;

/** forces the spawn location for the next player spawned */
var NavigationPoint ScriptedStartSpot;

/**** Map Voting ************/

/** If true, users can vote in order to pick the next map */
var deprecated globalconfig bool bAllowMapVoting;

/** If false, users will only be presented with a map list at the end of the round */
var deprecated globalconfig bool bMidGameMapVoting;

/** How long the voting will take */
var deprecated globalconfig int VoteDuration;

/** The percentage of votes required to initiate a map switch */
var deprecated globalconfig int MapVotePercentage;

/** The minimum number of votes required to initiate a map switch midgame */
var deprecated globalconfig int MinMapVotes;

/** The amount of time that must pass before voting is initialized (only applies to midgame voting) */
var deprecated globalconfig int InitialVoteDelay;


/** Classname of the object that manages voting */
Var globalconfig string VoteCollectorClassName;

/** The actual object that manages voting */
var UTVoteCollector VoteCollector;

var UTUIScene MidGameMenuTemplate;

var localized string EndOfMatchRulesTemplateStr_Scoring;
var localized string EndOfMatchRulesTemplateStr_ScoringSingle;
var localized string EndOfMatchRulesTemplateStr_Time;

/** object containing speech recognition data to use for this gametype */
var SpeechRecognition SpeechRecognitionData;

/** weapon specific Taunt management (keep them from being used multiple times per round) */
var byte	WeaponTauntUsed[20];

/** Last time bot yelled encouragement to player */
var float LastEncouragementTime;

/** Last time bot yelled mandown to player */
var float LastManDownTime;

/** Current sniper */
var Pawn Sniper;

/** Whether scoring is based on enemy deaths */
var bool bScoreDeaths;

/** Flag whether "X kills remain" has been played yet */
var bool bPlayedTenKills;
var bool bPlayedFiveKills;
var bool bPlayedOneKill;

var name MidgameScorePanelTag;
var bool bMidGameHasMap;

var config bool bForceMidGameMenuAtStart;

/** Used during the campaign to keep player team from using necris vehicles (until they get the magic key) */
var bool bNecrisLocked;

/** Used during the campaign to give player team a health bonuse */
var bool bExtraHealth;

/** Used during the campaign to give player team an armor bonus */
var bool bHeavyArmor;

/** @debug: used to draw HUD message so it's easy to tell when bots are set up incorrectly in SP missions */
var bool bBadSinglePlayerBotNames;

/** Maximum number of custom char meshes allowed. */
var() config int MaxCustomChars;

/** When enabled, allows players on different teams to voice chat with each other.  (Used for Duel games)  Note
  * that spectators still won't be able to talk to players and vice-versa, though. */
var bool bIgnoreTeamForVoiceChat;


/** Voice channels used by these game types */
enum EVoiceChannel
{
	VC_Spectators,
	VC_Team1,
	VC_Team2
};

/** for single player when "Tactical Diversion" card is used - skip adding this many Kismet spawned bots */
var int NumDivertedOpponents;

struct native MapContextMapping
{
	var string MapName;
	var int MapContextId;
	var bool bIsValidAchievementMap;
	var bool bIsUT3GoldMap;
};

var array<MapContextMapping> MapContexts;

var int NextPickupIndex;

/** set when admin modified options via UTPlayerController::ServerAdminChangeOption() */
var bool bAdminModifiedOptions;

var bool bBlockTeamChangeMessages;

/** Name of the class that supplies the webserver */
var globalconfig string WebServerClassName;
var Actor WebServerObject;


/** Name of the class that manages maplists and map cycles */
var globalconfig string MapListManagerClassName;
var UTMapListManager MapListManager;

/** Whether should postrender enemy pawns */
var bool bShouldPostRenderEnemyPawns;

var float      DMBeaconMaxDist;

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

function bool IsValidMutatorsForLikeTheBackOfMyHand();

function int GetNextPickupIndex()
{
	local int Index;

	//Make sure we haven't manipulated the game in any way (or are playing custom maps CONTEXT_MAPNAME_CUSTOM = 0)
	if (!IsValidMutatorsForLikeTheBackOfMyHand() || ConvertMapNameToContext(WorldInfo.GetMapName(true)) == 0)
	{
		return -1;
	}

	Index = NextPickupIndex;
	NextPickupIndex++;
	
	return Index;
}

function PostBeginPlay()
{
	Super.PostBeginPlay();

	// add translocator to default inventory list, if allowed
	if (bAllowTranslocator)
	{
		if (TranslocatorClass != None)
		{
			DefaultInventory[DefaultInventory.Length] = TranslocatorClass;
		}
		else
		{
			bAllowTranslocator = false;
		}
	}

	if ( bPlayersVsBots )
	{
		UTGameReplicationInfo(GameReplicationInfo).BotDifficulty = GameDifficulty;
	}
}

final static native function bool IsLowGoreVersion();

function ShotTeammate(UTBetrayalPRI InstigatorPRI, UTBetrayalPRI HitPRI, Pawn ShotInstigator, Pawn HitPawn);

/**
  * returns whether this game should be considered "pure"
  */
final native function bool IsPureGame();

// Returns whether a mutator should be allowed with this gametype
static function bool AllowMutator( string MutatorClassName )
{
	if ( !Default.bAllowTranslocator && (MutatorClassName ~= "UTGame.UTMutator_NoTranslocator") )
	{
		// already no translocator
		return false;
	}
	if ( !Default.bTeamGame && (MutatorClassName ~= "UTGame.UTMutator_FriendlyFire") )
	{
		// Friendly fire only valid in team games
		return false;
	}
	if (!default.bWeaponStay && MutatorClassName ~= "UTGame.UTMutator_WeaponsRespawn")
	{
		// weapon stay already off
		return false;
	}
	if ( MutatorClassName ~= "UTGame.UTMutator_Survival")
	{
		// survival mutator only for Duel
		return false;
	}
	if (MutatorClassName ~= "UTGame.UTMutator_NoOrbs")
	{
		// No Orbs mutator only for Warfare
		return false;
	}
	if ( !Default.bAllowHoverboard && (MutatorClassName ~= "UTGame.UTMutator_NoHoverboard") )
	{
		return false;
	}
	return Super.AllowMutator(MutatorClassName);
}

// Parse options for this game...
static event class<GameInfo> SetGameType(string MapName, string Options)
{
	local string ThisMapPrefix;
	local int i,pos;
	local class<GameInfo> NewGameType;
	local string GameOption;


	if (Left(MapName, 9) ~= "EnvyEntry" || Left(MapName, 10) ~= "UTFrontEnd")
	{
		return class'UTEntryGame';
	}

	// allow commandline to override game type setting
	GameOption = ParseOption( Options, "Game");
	if ( GameOption != "" )
	{
		return Default.class;
	}

	// strip the UEDPIE_ from the filename, if it exists (meaning this is a Play in Editor game)
	if (Left(MapName, 7) ~= "UEDPIE_")
	{
		MapName = Right(MapName, Len(MapName) - 7);
	}
	else if (Left(MapName, 10) ~= "UEDPOC_PS3")
	{
		MapName = Right(MapName, Len(MapName) - 10);
	}
	else if (Left(MapName, 12) ~= "UEDPOC_Xenon")
	{
		MapName = Right(MapName, Len(MapName) - 12);
	}

	// replace self with appropriate gametype if no game specified
	pos = InStr(MapName,"-");
	ThisMapPrefix = left(MapName,pos);
	for (i = 0; i < default.MapPrefixes.length; i++)
	{
		if (default.MapPrefixes[i] ~= ThisMapPrefix)
		{
			return Default.class;
		}
	}

	// change game type
	for ( i=0; i<Default.DefaultMapPrefixes.Length; i++ )
	{
		if ( Default.DefaultMapPrefixes[i].Prefix ~= ThisMapPrefix )
		{
			NewGameType = class<GameInfo>(DynamicLoadObject(Default.DefaultMapPrefixes[i].GameType,class'Class'));
			if ( NewGameType != None )
			{
				return NewGameType;
			}
		}
	}
	for ( i=0; i<Default.CustomMapPrefixes.Length; i++ )
	{
		if ( Default.CustomMapPrefixes[i].Prefix ~= ThisMapPrefix )
		{
			NewGameType = class<GameInfo>(DynamicLoadObject(Default.CustomMapPrefixes[i].GameType,class'Class'));
			if ( NewGameType != None )
			{
				return NewGameType;
			}
		}
	}

	// if no gametype found, use DemoGame
    return class'DemoGame';
}

/** UT3G - Convert the map name to the XboxLive context */
static function int ConvertMapNameToContext(string MapName)
{
	local int i;

	//Search the list of maps
	for (i=0; i<default.MapContexts.length; i++)
	{
		if (default.MapContexts[i].MapName ~= MapName)
		{
			return default.MapContexts[i].MapContextId;
		}
	}

	//`log("Unable to find Map "$MapName$" in MapContexts array, using default value");
	//Custom fallback
	return CONTEXT_MAPNAME_CUSTOM;
}

//
// Return beacon text for serverbeacon.
//
event string GetBeaconText()
{
	return
		WorldInfo.ComputerName
    $   " "
    $   Left(WorldInfo.Title,24)
    $   "\\t"
    $   Acronym
    $   "\\t"
    $   GetNumPlayers()
	$	"/"
	$	MaxPlayers;
}

function DriverEnteredVehicle(Vehicle V, Pawn P)
{
	local UTPlayerReplicationInfo UTPRI;
	local UTVehicleBase UTV;

	if ( BaseMutator != None )
		BaseMutator.DriverEnteredVehicle(V, P);

	UTPRI = (V != None) ? UTPlayerReplicationInfo(V.PlayerReplicationInfo) : None;
	if ( UTPRI != None )
	{
		UTV = UTVehicleBase(V);
		if (UTV == None)
		{
			UTV = UTVehicleBase(V.GetVehicleBase());
		}
		if (UTV != None)
		{
			UTPRI.StartDrivingStat(UTV.GetVehicleDrivingStatName());
		}
	}
}

function DriverLeftVehicle(Vehicle V, Pawn P)
{
	local UTPlayerReplicationInfo UTPRI;

	if ( BaseMutator != None )
		BaseMutator.DriverLeftVehicle(V, P);

	UTPRI = UTPlayerReplicationInfo(P.PlayerReplicationInfo);
	if ( UTPRI != None && UTVehicleBase(V) != None )
	{
		UTPRI.StopDrivingStat(UTVehicleBase(V).GetVehicleDrivingStatName());
	}
}

function bool BecomeSpectator(PlayerController P)
{
	if (P.PlayerReplicationInfo == None || !GameReplicationInfo.bMatchHasBegun || NumSpectators >= MaxSpectators
		|| P.IsInState('RoundEnded') || (BaseMutator != none && !BaseMutator.AllowBecomeSpectator(P)))
	{
		P.ReceiveLocalizedMessage(GameMessageClass, 12);
		return false;
	}

	if (BaseMutator != none)
		BaseMutator.NotifyBecomeSpectator(P);

	if (VoteCollector != none && UTPlayerController(P) != none)
		VoteCollector.NotifyBecomeSpectator(UTPlayerController(P));


	P.PlayerReplicationInfo.bOnlySpectator = true;
	NumSpectators++;
	NumPlayers--;

	return true;
}

function bool AllowBecomeActivePlayer(PlayerController P)
{
	if (P.PlayerReplicationInfo == None || !GameReplicationInfo.bMatchHasBegun || bMustJoinBeforeStart ||
		NumPlayers >= MaxPlayers || MaxLives > 0 || P.IsInState('RoundEnded') ||
		(BaseMutator != none && !BaseMutator.AllowBecomeActivePlayer(P)))
	{
		P.ReceiveLocalizedMessage(GameMessageClass, 13);
		return false;
	}
	return true;
}

/** Reset() - reset actor to initial state - used when restarting level without reloading. */
function Reset()
{
	local Controller C;
	local int i;

	Super.Reset();

	bOverTimeBroadcast = false;

	// update AI
	FindNewObjectives(None);

	//now respawn all the players
	foreach WorldInfo.AllControllers(class'Controller', C)
	{
		if (C.PlayerReplicationInfo != None && !C.PlayerReplicationInfo.bOnlySpectator)
		{
			RestartPlayer(C);
		}
	}

	//reset timelimit
	GameReplicationInfo.RemainingTime = 60 * TimeLimit;
	// if the round lasted less than one minute, we won't be actually changing RemainingMinute
	// which will prevent it from being replicated, so in that case
	// reduce the time limit by one second to ensure that it is unique
	if ( GameReplicationInfo.RemainingTime == GameReplicationInfo.RemainingMinute )
	{
		GameReplicationInfo.RemainingTime--;
	}
	GameReplicationInfo.RemainingMinute = GameReplicationInfo.RemainingTime;

	// reset weapon taunts
	for ( i=0; i<20; i++ )
	{
		WeaponTauntUsed[i] = 0;
	}
}

function ObjectiveDisabled( UTGameObjective DisabledObjective );
/** re-evaluate objectives for players because the specified one has been changed/completed */
function FindNewObjectives(UTGameObjective DisabledObjective);

function bool CanDisableObjective( UTGameObjective GO )
{
	return true;
}

function NotifyNavigationChanged(NavigationPoint N)
{
	local UTBot B;

	// if a point becomes unblocked, force bots to repath in case it's faster than their current one
	if (!N.bBlocked)
	{
		foreach WorldInfo.AllControllers(class'UTBot', B)
		{
			B.bForceRefreshRoute = true;
		}
	}
}

function bool SkipPlaySound()
{
	return bQuickStart || bSkipPlaySound;
}

//
// Set gameplay speed.
//
function SetGameSpeed( Float T )
{
	local float UTTimeDilation;

	UTTimeDilation = bConsoleServer ? 1.0 : 1.1;
	GameSpeed = FMax(T, 0.1);
	WorldInfo.TimeDilation = UTTimeDilation * GameSpeed;
	SetTimer(WorldInfo.TimeDilation, true);
}

function BroadcastDeathMessage(Controller Killer, Controller Other, class<DamageType> DamageType)
{
	local UTBot B;

	if ( (Killer == Other) || (Killer == None) )
	{
		BroadcastLocalized(self,DeathMessageClass, 1, None, Other.PlayerReplicationInfo, DamageType);
	}
	else
	{
		BroadcastLocalized(self,DeathMessageClass, 0, Killer.PlayerReplicationInfo, Other.PlayerReplicationInfo, damageType);

		// maybe taunt him
		if ( ((UTPlayerController(Killer) != None) ? UTPlayerController(Killer).bAutoTaunt : (UTPlayerController(Other) != None))
			&& (Other.PlayerReplicationInfo != None)
			&& (UTPlayerReplicationInfo(Killer.PlayerReplicationInfo) != None)
			&& (UTPlayerReplicationInfo(Killer.PlayerReplicationInfo).VoiceClass != None) )
		{
				Killer.SendMessage(Other.PlayerReplicationInfo, 'TAUNT', 10, DamageType);
		}
		if ( (PlayerController(Other) == None) && bTeamGame && (NumBots > 0) )
		{
			if ( UTPlayerController(Killer) != None )
			{
				if ( (Other.PlayerReplicationInfo != None)
					&& (Killer.PlayerReplicationInfo != None) && (Killer.PlayerReplicationInfo.Team != None)
					&& (WorldInfo.TimeSeconds - LastEncouragementTime > 20)
					&& (FRand() < 0.6) )
				{
					// maybe get encouragement from teammate
					ForEach WorldInfo.AllControllers(class'UTBot', B)
					{
						if ( (B.PlayerReplicationInfo != None) && (B.PlayerReplicationInfo.Team == Killer.PlayerReplicationInfo.Team) && (FRand() < 0.33) )
						{
							B.SendMessage(Other.PlayerReplicationInfo, 'ENCOURAGEMENT', 0, DamageType);
							break;
						}
					}
				}
			}
			else
			{
				B = UTBot(Other);
				if ( (B != None) && (FRand() < 0.2)
					&& (Other.PlayerReplicationInfo != None) && (Other.PlayerReplicationInfo.Team != None) )
				{
					// was bot killed by a sniper?
					if ( (class<UTDamageType>(DamageType) != None) && (class<UTDamageType>(DamageType).default.DamageWeaponClass == class'UTWeap_SniperRifle')
						&& (Killer.Pawn != None) && (UTWeap_SniperRifle(Killer.Pawn.Weapon) != None) && (VSizeSq(Killer.Pawn.Velocity) < 200.0) )
					{
						Sniper = Killer.Pawn;
						B.SendMessage(None, 'SNIPER', 0, DamageType);
						return;
					}

					// maybe tell human players I was killed
					B.SendMessage(None, 'MANDOWN', 20, DamageType);
				}
			}
		}
	}
}

function ScoreKill(Controller Killer, Controller Other)
{
	local PlayerReplicationInfo OtherPRI;
	local UTPawn KillerPawn;
	local UTGameReplicationInfo GRI;

	OtherPRI = Other.PlayerReplicationInfo;
    if ( OtherPRI != None )
    {
		OtherPRI.NumLives++;
		if ( (MaxLives > 0) && (OtherPRI.NumLives >=MaxLives) )
			OtherPRI.bOutOfLives = true;
    }

	Super.ScoreKill(Killer,Other);

    if ( (killer == None) || (Other == None) )
		return;

	// adjust bot skills to match player - only for DM, not team games
	GRI = UTGameReplicationInfo(GameReplicationInfo);
	if ( GRI.bStoryMode && !bTeamGame && (killer.IsA('PlayerController') || Other.IsA('PlayerController')) )
    {
		if ( killer.IsA('AIController') )
			AdjustSkill(AIController(killer), PlayerController(Other), false);
		if ( Other.IsA('AIController') )
			AdjustSkill(AIController(Other), PlayerController(Killer), true);
    }

	KillerPawn = UTPawn(Killer.Pawn);
	if ( (KillerPawn != None) && KillerPawn.bKillsAffectHead )
	{
		KillerPawn.SetBigHead();
	}
}

function AdjustSkill(AIController B, PlayerController P, bool bWinner)
{
	local float AdjustmentFactor;

	AdjustmentFactor = FClamp(0.5/FMax(1.0,PlayerKills+PlayerDeaths), 0.1, 0.25);
    if ( bWinner )
    {
		PlayerKills += 1;
		AdjustedDifficulty = FMin(7.0,AdjustedDifficulty + AdjustmentFactor);
    }
    else
    {
		PlayerDeaths += 1;
		AdjustedDifficulty = FMax(0, AdjustedDifficulty - AdjustmentFactor);
    }
	AdjustedDifficulty = FClamp(AdjustedDifficulty, GameDifficulty - 1.25, GameDifficulty + 1.25);
	if ( bWinner == (B.Skill < AdjustedDifficulty) )
	{
		B.Skill = AdjustedDifficulty;
		UTBot(B).ResetSkill();
	}
}

// Monitor killed messages for fraglimit
function Killed( Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class<DamageType> damageType )
{
	local bool		bEnemyKill;
	local UTPlayerReplicationInfo KillerPRI, KilledPRI;
	local UTVehicle V;
	local UTPlayerController PC;
	local class<UTDamageType> UTDamageType;

	UTDamageType = class<UTDamageType>(DamageType);

	if ( UTBot(KilledPlayer) != None )
		UTBot(KilledPlayer).WasKilledBy(Killer);

	if ( Killer != None )
		KillerPRI = UTPlayerReplicationInfo(Killer.PlayerReplicationInfo);
	if ( KilledPlayer != None )
		KilledPRI = UTPlayerReplicationInfo(KilledPlayer.PlayerReplicationInfo);

	bEnemyKill = ( (KillerPRI != None) && (KillerPRI != KilledPRI) && (KilledPRI != None) && (!bTeamGame || (KillerPRI.Team != KilledPRI.Team)) );

	V = (Killer != None) ? UTVehicle(Killer.Pawn) : None;

	if ( bEnemyKill && V != None )
	{
		// UT3G Hack to set appropriate vehicle indices for Nemesis and Paladin,
		// because we cannot modify UTGameContent classes
		if ( class<UTDamageType>(damageType).default.KillStatsName == 'KILLS_NEMESISTURRET' )
		{
			V.VehicleIndex = 14;
		}
		else if ( class<UTDamageType>(damageType).default.KillStatsName == 'KILLS_PALADINGUN' || 
				  class<UTDamageType>(damageType).default.KillStatsName == 'KILLS_PALADINEXPLOSION' )
		{
			V.VehicleIndex = 15;
		}

		if ( V.VehicleIndex >= 0 )
		{
			PC = UTPlayerController(Killer);
			if (PC != None && IsMPOrHardBotsGame())
			{
				//`log("Killed an enemy with "$Killer.Pawn$" with VehicleIndex:"@V.VehicleIndex);
				PC.ClientUpdateAchievement(EUTA_VEHICLE_JackOfAllTrades, 1<<V.VehicleIndex);
			}
		}
	}

	if ( bEnemyKill && UTPlayerController(Killer) != None && WorldInfo.NetMode != NM_Standalone)
	{
		UTPlayerController(Killer).ClientUpdateGetALife();
	}

	if ( (KillerPRI != None) && UTVehicle(KilledPawn) != None )
	{
		KillerPRI.IncrementVehicleKillStat(UTVehicle(KilledPawn).GetVehicleKillStatName());
	}
	if ( KilledPRI != None )
	{
		KilledPRI.LastKillerPRI = KillerPRI;

		if ( class<UTDamageType>(DamageType) != None )
		{
			class<UTDamageType>(DamageType).static.ScoreKill(KillerPRI, KilledPRI, KilledPawn);
		}
		else
		{
			// assume it's some kind of environmental damage
			if ( (KillerPRI == KilledPRI) || (KillerPRI == None) )
			{
				KilledPRI.IncrementSuicideStat('SUICIDES_ENVIRONMENT');
			}
			else
			{
					KillerPRI.IncrementKillStat('KILLS_ENVIRONMENT');
				KilledPRI.IncrementDeathStat('DEATHS_ENVIRONMENT');
			}
		}
		if ( KilledPRI.Spree > 4 )
		{
			EndSpree(KillerPRI, KilledPRI);
		}
		else
		{
			KilledPRI.Spree = 0;
		}
		if ( KillerPRI != None )
		{
			KillerPRI.IncrementKills(bEnemyKill, UTDamageType);

			if ( bEnemyKill )
			{
				V = UTVehicle(KilledPawn);
				if ( KilledPRI.IsHero() )
				{
					KillerPRI.IncrementHeroMeter(6.0, UTDamageType);
				}
				if ( (V != None) && (V.HeroBonus > 0) )
				{
					KillerPRI.IncrementHeroMeter(V.HeroBonus, UTDamageType);
				}

				if ( !bFirstBlood )
				{
					bFirstBlood = True;
					KillerPRI.IncrementHeroMeter(1.0, UTDamageType);
					BroadcastLocalizedMessage( class'UTFirstBloodMessage', 0, KillerPRI );
					KillerPRI.IncrementEventStat('EVENT_FIRSTBLOOD');
				}
			}
		}
	}
    super.Killed(Killer, KilledPlayer, KilledPawn, damageType);

    if ( ((WorldInfo.NetMode == NM_Standalone) || (SinglePlayerMissionID != INDEX_NONE)) && (PlayerController(KilledPlayer) != None) )
    {
		// tell bots not to get into nearby vehicles
		for ( V=VehicleList; V!=None; V=V.NextVehicle )
			if ( WorldInfo.GRI.OnSameTeam(KilledPlayer,V) )
				V.PlayerStartTime = 0;
	}
}


/**
* Give bonus hero points when a hero is spawned to anyone who has never been a hero
*/
function ProvideHeroBonus()
{
	local UTPlayerReplicationInfo PRI;
	local int i;

	for( i=0; i<GameReplicationInfo.PRIArray.Length; i++ )
	{
		PRI = UTPlayerReplicationInfo(GameReplicationInfo.PRIArray[i]);
		if ( (PRI != None) && !PRI.bHasBeenHero )
		{
			PRI.IncrementHeroMeter( 0.2 * (PRI.HeroThreshold - PRI.GetHeroMeter()) );
		}
	}
}

function bool AllowBecomeHero(UTPlayerReplicationInfo PendingHeroPRI)
{
	if ( PendingHeroPRI.bHasFlag && (UTBot(PendingHeroPRI.Owner) != None) )
	{
		// don't let bots become heroes if carrying flag
		return false;
	}

	return UTGameReplicationInfo(GameReplicationInfo).bHeroesAllowed;
}

/** ForceRespawn()
returns true if dead players should respawn immediately
*/
function bool ForceRespawn()
{
	return ( bForceRespawn || bTempForceRespawn || (MaxLives > 0) || (DefaultMaxLives > 0) );
}

native function int CurrentPlayerCount();

// Parse options for this game...
event InitGame( string Options, out string ErrorMessage )
{
	local string InOpt;
	local int i;
	local class<Actor> WebServerClass;

	// Old maplist code
	/*
	// reset map cycle if we're just starting up
	if (WorldInfo.TimeSeconds == 0.0)
	{
		MapCycleIndex = INDEX_NONE;
		SaveConfig();
	}
	*/

	// make sure no bots got saved in the .ini as in use
	for (i = 0; i < ActiveBots.length; i++)
	{
		ActiveBots[i].bInUse = false;
	}

	Super.InitGame(Options, ErrorMessage);

	InOpt = ParseOption(Options, "ForceRespawn");
	if (InOpt != "")
	{
		bForceRespawn = bool(InOpt);
	}

	SetGameSpeed(GameSpeed);
	MaxLives = Max(0,GetIntOption( Options, "MaxLives", MaxLives ));
	if ( MaxLives > 0 )
	{
		bTempForceRespawn = true;
	}
	else if ( DefaultMaxLives > 0 )
	{
		bTempForceRespawn = true;
		MaxLives = DefaultMaxLives;
	}
	if( DefaultMaxLives > 0 )
	{
		TimeLimit = 0;
	}

	// Set goal score to end match... If automated testing, no score limit (end by timelimit only)
	GoalScore = (!bAutomatedPerfTesting) ? Max(0,GetIntOption( Options, "GoalScore", GoalScore )) : 0;

 	if ( WorldInfo.IsConsoleBuild() )
 	{
 		LogInternal("CONSOLE SERVER");
 		WorldInfo.bUseConsoleInput = true;
 		bConsoleServer = true;
 		PlayerControllerClass = ConsolePlayerControllerClass;
 	}

	if( WorldInfo.IsConsoleBuild() )
	{
		bAllowKeyboardAndMouse = ( ParseOption( Options, "AllowKeyboard" ) ~= "1" );
		if( bAllowKeyboardAndMouse )
		{
			LogInternal("KeyboardAndMouse Enabled");
		}
	}

	InOpt = ParseOption( Options, "DemoMode");
	if ( InOpt != "" )
	{
		bDemoMode = bool(InOpt);
	}

	bAutoNumBots = (WorldInfo.NetMode == NM_Standalone);
	InOpt = ParseOption( Options, "bAutoNumBots");
	if ( InOpt != "" )
	{
		LogInternal("bAutoNumBots: "$bool(InOpt));
		bAutoNumBots = bool(InOpt);
	}

    if ( bTeamGame && (WorldInfo.NetMode != NM_Standalone) )
    {
		InOpt = ParseOption( Options, "VsBots");
		if ( InOpt != "" )
		{
			BotRatio = float(InOpt);
			bPlayersVsBots = (BotRatio > 0);
			LogInternal("bPlayersVsBots: "$bool(InOpt));
		}
		if ( bPlayersVsBots )
		{
			bAutoNumBots = false;
		}
	}

	InOpt = ParseOption( Options, "AutoContinueToNextRound");
	if( InOpt != "" )
	{
		LogInternal("AutoContinueToNextRound: "$bool(InOpt));
		bAutoContinueToNextRound = bool(InOpt);
	}

	if ( HasOption(Options, "NumPlay") )
		bAutoNumBots = false;

	DesiredPlayerCount = bAutoNumBots ? LevelRecommendedPlayers() : Clamp(GetIntOption( Options, "NumPlay", 1 ),1,32);

	InOpt = ParseOption( Options, "PlayersMustBeReady");
	if ( InOpt != "" )
	{
		LogInternal("PlayerMustBeReady: "$Bool(InOpt));
		bPlayersMustBeReady = bool(InOpt);
	}

	InOpt = ParseOption( Options, "MinNetPlayers");
	if (InOpt != "")
	{
		MinNetPlayers = int(InOpt);
		LogInternal("MinNetPlayers: "@MinNetPlayers);
	}

	bWaitForNetPlayers = ( WorldInfo.NetMode != NM_StandAlone );

	InOpt = ParseOption(Options,"QuickStart");
	if ( InOpt != "" )
	{
		bQuickStart = true;
	}
	// Quick start the match if passed in as option or automated testing
	bQuickStart = bQuickStart || bAutomatedPerfTesting;

	AdjustedDifficulty = GameDifficulty;

	if (WorldInfo.NetMode != NM_StandAlone)
	{
		InOpt = ParseOption( Options, "WarmupTime");
		if (InOpt != "")
		{
			WarmupTime = int(InOpt);
			WarmupRemaining = WarmupTime;
			bWarmupRound = (WarmupTime > 0);
		}
	}
	else
	{
		bWarmupRound = false;
	}

	InOpt = ParseOption(Options,"SPI");
	if ( InOpt != "" )
	{
		bPauseable = true;
		SinglePlayerMissionID = int(InOpt);

		InOpt = ParseOption(Options,"NecrisLocked");
		if ( InOpt != "" )
		{
			bNecrisLocked = bool(InOpt);
		}
		InOpt = ParseOption(Options,"CoolSpawn");
		if ( InOpt != "" )
		{
			bExtraHealth = bool(InOpt);
		}
		InOpt = ParseOption(Options,"HeavyArmor");
		if ( InOpt != "" )
		{
			bHeavyArmor = bool(InOpt);
		}
		NumDivertedOpponents = GetIntOption(Options, "diverted", 0);
	}
	else
	{
		SinglePlayerMissionID = INDEX_None;

		// No Custom chars not available when in campaign
		InOpt = ParseOption(Options,"NoCustomChars");

		if ( (InOpt != "") || WorldInfo.IsDemoBuild()  )
		{
			bNoCustomCharacters = true;
		}
	}

	DemoPrefix = ParseOption(Options,"demo");


	// Initialize the maplist manager and vote collector
	InOpt = ParseOption(Options, "MapListManager");
	InitializeMapListManager(InOpt);
	InitializeVoteCollector();


	if (WebServerClassName != "")
	{
		WebServerClass = class<Actor>(DynamicLoadObject(WebServerClassName, class'Class'));
		if ( WebServerClass != None )
		{
			WebServerObject = Spawn(WebServerClass,,,Location,Rotation);
		}
	}
}

function InitializeMapListManager(optional string MLMOverrideClass)
{
	local class<UTMapListManager> MapListManagerClass;

	if (MLMOverrideClass == "")
		MLMOverrideClass = MapListManagerClassName;

	if (MLMOverrideClass != "")
		MapListManagerClass = Class<UTMapListManager>(DynamicLoadObject(MLMOverrideClass, Class'Class'));

	if (MapListManagerClass == none)
		MapListManagerClass = Class'UTMapListManager';

	MapListManager = Spawn(MapListManagerClass);

	if (MapListManager == none && MapListManagerClass != Class'UTMapListManager')
	{
		LogInternal("Unable to spawn maplist manager of class '"$MLMOverrideClass$"', loading the default maplist manager");
		MapListManager = Spawn(Class'UTMapListManager');
	}

	MapListManager.Initialize();
}


/**
 * Only allow local players to pause
 */
function bool SetPause(PlayerController PC, optional delegate<CanUnpause> CanUnpauseDelegate)
{
	local UTPlayerController OtherPC;

	if ( !PC.IsLocalPlayerController() )
	{
		return false;
	}

	//@hack: unfortunately the character construction process requires game tick so we can't be paused while
	// clients are doing it or they will appear to hang on the loading screen
	foreach WorldInfo.AllControllers(class'UTPlayerController', OtherPC)
	{
		if (!OtherPC.bInitialProcessingComplete)
		{
			return false;
		}
	}

	return Super.SetPause(PC, CanUnpauseDelegate);
}

function int LevelRecommendedPlayers()
{
	local UTMapInfo MapInfo;

	MapInfo = UTMapInfo(WorldInfo.GetMapInfo());
	return (MapInfo != None) ? Min(12, (MapInfo.RecommendedPlayersMax + MapInfo.RecommendedPlayersMin) / 2) : 1;
}

//
// Accept or reject a player on the server.
// Fails login if you set the Error to a non-empty string.
//
event PreLogin(string Options, string Address, out string ErrorMessage)
{
	local bool bSpectator;
	local int CurrentGameMode;

	bSpectator = ParseOption( Options, "SpectatorOnly" ) ~= "1";

	//Remove spectating during campaigns
	if (bSpectator && GameSettings != None)
	{
		if (GameSettings.GetStringSettingValue(CONTEXT_GAME_MODE, CurrentGameMode))
		{
			if (CurrentGameMode == CONTEXT_GAME_MODE_CAMPAIGN)
			{
				ErrorMessage = Localize("ButtonCallouts","SpectateIP", "UTGameUI") $ ":" @ Localize("Errors","ConnectionFailed","Engine"); 
				return;
			}
		}
	}

	Super.PreLogin(Options, Address, ErrorMessage);
}

event PlayerController Login(string Portal, string Options, out string ErrorMessage)
{
	local PlayerController NewPlayer;
	local Controller C;

	if ( MaxLives > 0 )
	{
		// check that game isn't too far along
		foreach WorldInfo.AllControllers(class'Controller', C)
		{
			if ( (C.PlayerReplicationInfo != None) && (C.PlayerReplicationInfo.NumLives > LateEntryLives) )
			{
				Options = "?SpectatorOnly=1"$Options;
				break;
			}
		}
	}

	NewPlayer = Super.Login(Portal, Options, ErrorMessage);

	if ( UTPlayerController(NewPlayer) != None )
	{
		if ( bMustJoinBeforeStart && GameReplicationInfo.bMatchHasBegun )
		{
			UTPlayerController(NewPlayer).bLatecomer = true;
		}
	}

	return NewPlayer;
}

function bool ShouldRespawn(PickupFactory Other)
{
	return true;
}

function bool WantFastSpawnFor(AIController B)
{
	return ( NumBots < 4 );
}

function bool SpaceAvailable(UTBot InBot)
{
	return true;
}

function float SpawnWait(AIController B)
{
	if ( B.PlayerReplicationInfo.bOutOfLives )
		return 999;
	if ( (WorldInfo.NetMode == NM_Standalone) || (SinglePlayerMissionID != INDEX_NONE) )
	{
		if ( WantFastSpawnFor(B) )
			return 0;

		return (FMax(2,NumBots-4) * (0.25 + 0.5*FRand()));
	}
	return bPlayersVsBots ? 0.5 : FRand();
}

/**
 * Look at the current game rules and determine if there are too many bots.  In a single player
 * game, this function will always return false since the teams are preset and changes are not allowed.
 *
 * @Param BotToRemove		The Bot to remove
 */

function bool TooManyBots(Controller botToRemove)
{
	// We only auto-manage bots if we are not in single player mode.
	if ( SinglePlayerMissionID == INDEX_NONE )
	{
		if ( (WorldInfo.NetMode != NM_Standalone) && bPlayersVsBots )
			return ( NumBots > Min(16,BotRatio*NumPlayers) );
		if ( bPlayerBecameActive )
		{
			bPlayerBecameActive = false;
			return true;
		}
		return ( NumBots + NumPlayers > DesiredPlayerCount );
	}
	return false;
}

function RestartGame()
{
	if (VoteCollector != none)
		VoteCollector.NotifyRestartGame();

	if ( bGameRestarted )
		return;

	if ( EndTime > WorldInfo.RealTimeSeconds ) // still showing end screen
		return;

	Super.RestartGame();
}


function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason)
{
	local Controller P;
	local bool bLastMan;

	if ( bOverTime )
	{
		if ( Numbots + NumPlayers == 0 )
			return true;
		bLastMan = true;
		foreach WorldInfo.AllControllers(class'Controller', P)
		{
			if ( (P.PlayerReplicationInfo != None) && !P.PlayerReplicationInfo.bOutOfLives )
			{
				bLastMan = false;
				break;
			}
		}
		if ( bLastMan )
		{
			return true;
		}
	}

	bLastMan = ( Reason ~= "LastMan" );

	if ( !bLastMan && CheckModifiedEndGame(Winner, Reason) )
		return false;

	if ( Winner == None )
	{
		// find winner
		foreach WorldInfo.AllControllers(class'Controller', P)
		{
			if ( P.bIsPlayer && !P.PlayerReplicationInfo.bOutOfLives
				&& ((Winner == None) || (P.PlayerReplicationInfo.Score >= Winner.Score)) )
			{
				Winner = P.PlayerReplicationInfo;
			}
		}
	}

	// check for tie
	if ( !bLastMan )
	{
		foreach WorldInfo.AllControllers(class'Controller', P)
		{
			if ( P.bIsPlayer &&
				(Winner != P.PlayerReplicationInfo) &&
				(P.PlayerReplicationInfo.Score == Winner.Score)
				&& !P.PlayerReplicationInfo.bOutOfLives )
			{
				if ( !bOverTimeBroadcast )
				{
					StartupStage = 7;
					PlayStartupMessage();
					bOverTimeBroadcast = true;
				}
				return false;
			}
		}
	}

	EndTime = WorldInfo.RealTimeSeconds + EndTimeDelay;
	GameReplicationInfo.Winner = Winner;

	SetEndGameFocus(Winner);
	return true;
}

function SetEndGameFocus(PlayerReplicationInfo Winner)
{
	local Controller P;
	local Vehicle V;

	EndGameFocus = Controller(Winner.Owner).Pawn;
	if ( (EndGameFocus == None) && (Controller(Winner.Owner) != None) )
	{
		RestartPlayer(Controller(Winner.Owner));
		EndGameFocus = Controller(Winner.Owner).Pawn;
	}

	// redirect to owner if using remote controlled vehicle (e.g. Redeemer)
	V = Vehicle(EndGameFocus);
	if (V != None && !V.bAttachDriver && V.Driver != None)
	{
		EndGameFocus = V.Driver;
	}

	if ( EndGameFocus != None )
	{
		EndGameFocus.bAlwaysRelevant = true;
	}
	foreach WorldInfo.AllControllers(class'Controller', P)
	{
		P.GameHasEnded(EndGameFocus, (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo == Winner) );
	}
}

function bool AtCapacity(bool bSpectator)
{
	local Controller C;
	local bool bForcedSpectator;

    if ( WorldInfo.NetMode == NM_Standalone )
		return false;

	if ( bPlayersVsBots )
		MaxPlayers = Min(MaxPlayers,16);

    if ( MaxLives <= 0 )
		return Super.AtCapacity(bSpectator);

	foreach WorldInfo.AllControllers(class'Controller', C)
	{
		if ( (C.PlayerReplicationInfo != None) && (C.PlayerReplicationInfo.NumLives > LateEntryLives) )
		{
			bForcedSpectator = true;
			break;
		}
	}

	if ( !bForcedSpectator )
		return Super.AtCapacity(bSpectator);

	return ( GetNumPlayers() + NumSpectators >= MaxPlayers + MaxSpectators );
}

event PostLogin( playercontroller NewPlayer )
{
	local UTPlayerController PC;
	local UTGameReplicationInfo GRI;

	Super.PostLogin(NewPlayer);

	PC = UTPlayerController(NewPlayer);
	if (PC != None)
	{
		PC.PlayStartUpMessage(StartupStage);
		PC.ClientSetSpeechRecognitionObject(SpeechRecognitionData);

		GRI = UTGameReplicationInfo(GameReplicationInfo);
		if ( bForceMidGameMenuAtStart && !GRI.bStoryMode && !GRI.bMatchHasBegun && (NetWait - PendingMatchElapsedTime > 5) )
		{
			UTPlayerReplicationInfo(PC.PlayerReplicationInfo).ShowMidGameMenu(true);
		}

		if ( NumPlayers > 1 && SinglePlayerMissionID != INDEX_None )
		{
			SkipCinematics(PC);
		}

		if (VoteCollector != none)
			VoteCollector.NotifyPlayerJoined(PC);
	}

	//@hack: unfortunately the character construction process requires game tick so we can't be paused while
	// clients are doing it or they will appear to hang on the loading screen
	Pausers.length = 0;
	WorldInfo.Pauser = None;
}

/**
 * Updates the online subsystem's information for player counts so that
 * LAN matches can show the correct player counts
 */
function UpdateGameSettingsCounts()
{
	local int TotalOpenConnections, TotalConnections;
	if (GameSettings != None)
	{
		// Make sure that we don't exceed our max allowing player counts for this game type!  Usually this is 32.
		GameSettings.NumPublicConnections = Clamp( GameSettings.NumPublicConnections, 0, MaxPlayers );
		GameSettings.NumPrivateConnections = Clamp( GameSettings.NumPrivateConnections, 0, MaxPlayers - GameSettings.NumPublicConnections );

		// Update the number of open slots available
		GameSettings.NumOpenPublicConnections = GameSettings.NumPublicConnections - GetNumPlayers();
		if (GameSettings.NumOpenPublicConnections < 0)
		{
			GameSettings.NumOpenPublicConnections = 0;
		}

		TotalOpenConnections = GameSettings.NumOpenPublicConnections + GameSettings.NumOpenPrivateConnections;
		TotalConnections = GameSettings.NumPublicConnections + GameSettings.NumPrivateConnections;

		GameSettings.SetStringSettingValue(class'UTGameSearchCommon'.const.CONTEXT_FULLSERVER,
			TotalOpenConnections == 0 ? class'UTGameSearchCommon'.const.CONTEXT_FULLSERVER_YES : class'UTGameSearchCommon'.const.CONTEXT_FULLSERVER_NO, false);
		GameSettings.SetStringSettingValue(class'UTGameSearchCommon'.const.CONTEXT_EMPTYSERVER,
			TotalOpenConnections == TotalConnections ? class'UTGameSearchCommon'.const.CONTEXT_EMPTYSERVER_YES : class'UTGameSearchCommon'.const.CONTEXT_EMPTYSERVER_NO, false);

		OnlineSub.GameInterface.UpdateOnlineGame(GameSettings);
	}
}

function AssignHoverboard(UTPawn P)
{
	if ( P != None )
		P.bHasHoverboard = bAllowHoverboard;
}

/** return a value based on how much this pawn needs help */
function int GetHandicapNeed(Pawn Other)
{
	return 0;
}

function RestartPlayer(Controller aPlayer)
{
	local UTVehicle V, Best;
	local vector ViewDir;
	local float BestDist, Dist;
	local UTPlayerController PC;

	PC = UTPlayerController(aPlayer);
	if (PC != None)
	{
		// can't respawn if still doing initial processing (loading characters, etc)
		if (!PC.bInitialProcessingComplete )
		{
			return;
		}

		// can't respawn if you have to join before the game starts and this player didn't
		if (bMustJoinBeforeStart && PC != None && PC.bLatecomer)
		{
			return;
		}
	}

	// can't respawn if out of lives
	if ( aPlayer.PlayerReplicationInfo.bOutOfLives )
	{
		return;
	}

	if ( UTBot(aPlayer) != None )
	{
		if ( TooManyBots(aPlayer) )
		{
			aPlayer.Destroy();
			return;
		}
		else if ( UTGameReplicationInfo(GameReplicationInfo).bStoryMode )
		{
			CampaignSkillAdjust(UTBot(aPlayer));
		}
	}

	Super.RestartPlayer(aPlayer);

	if ( aPlayer.Pawn == None )
	{
		// pawn spawn failed
		if ( (UTBot(aPlayer) != None) && !aPlayer.IsInState('Dead') )
		{
			aPlayer.GotoState('Dead');
		}
		return;
	}
	if ( bExtraHealth
		&& (aPlayer.PlayerReplicationInfo.Team != None) && (aPlayer.PlayerReplicationInfo.Team.TeamIndex == 0) )
	{
		aPlayer.Pawn.Health = 140;
	}

	AssignHoverboard(UTPawn(aPlayer.Pawn));

	if ( ((WorldInfo.NetMode == NM_Standalone) || (SinglePlayerMissionID != INDEX_NONE)) && (PlayerController(aPlayer) != None) )
	{
		// tell bots not to get into nearby vehicles for a little while
		BestDist = 2000;
		ViewDir = vector(aPlayer.Pawn.Rotation);
		for ( V=VehicleList; V!=None; V=V.NextVehicle )
		{
			if ( !bTeamGame && V.bTeamLocked )
			{
				V.bTeamLocked = false;
			}
			if ( V.bTeamLocked && WorldInfo.GRI.OnSameTeam(aPlayer,V) )
			{
				Dist = VSize(V.Location - aPlayer.Pawn.Location);
				if ( (ViewDir Dot (V.Location - aPlayer.Pawn.Location)) < 0 )
					Dist *= 2;
				if ( Dist < BestDist )
				{
					Best = V;
					BestDist = Dist;
				}
			}
		}
		if ( Best != None )
			Best.PlayerStartTime = WorldInfo.TimeSeconds + 8;
	}


	// Make sure VOIP state for this player is updated.  They may have just entered the game after spectating
	// for awhile post-connection.
	if( PC != None )
	{
		SetupPlayerMuteList( PC, false );		// Force spectator channel?
	}
}

/**
  * Called to adjust skill when bot respawns
  */
function CampaignSkillAdjust(UTBot aBot)
{
	aBot.Skill = AdjustedDifficulty;
}

/**
  * Give player locker weapons for locker associated with base
  */
function AddDefaultInventory( pawn PlayerPawn )
{
	local UTWeaponLocker BestLocker;
	local int i;

	for (i=0; i<DefaultInventory.Length; i++)
	{
		// Ensure we don't give duplicate items
		if (PlayerPawn.FindInventoryType( DefaultInventory[i] ) == None)
		{
			// Only activate the first weapon
			PlayerPawn.CreateInventory(DefaultInventory[i], (i > 0));
		}
	}

	if ( bStartWithLockerWeaps && PlayerPawn.bCanPickupInventory && (PlayerPawn.PlayerReplicationInfo != None) && (PlayerPawn.PlayerReplicationInfo.Team != None) )
	{
		if ( UTTeamPlayerStart(LastStartSpot) != None )
		{
			BestLocker = UTTeamPlayerStart(LastStartSpot).GetBestLocker();
		}
		else
		{
			BestLocker = GetBestLocker(PlayerPawn);
		}
		if ( BestLocker != None )
		{
			BestLocker.GiveLockerWeapons(PlayerPawn, false);
		}
	}

	PlayerPawn.AddDefaultInventory();
}

function UTWeaponLocker GetBestLocker(Pawn PlayerPawn)
{
	return None;
}

function bool CanSpectate( PlayerController Viewer, PlayerReplicationInfo ViewTarget )
{
    return ( (ViewTarget != None) && ((WorldInfo.NetMode == NM_Standalone) || Viewer.PlayerReplicationInfo.bOnlySpectator) );
}

function ChangeName(Controller Other, string S, bool bNameChange)
{
    local Controller APlayer;

    if ( Other.PlayerReplicationInfo.playername~=S )
    {
		return;
	}

    // Cap player name's at 15 characters...
	if (Len(s)>15)
	{
		s = Left(S,15);
	}

	foreach WorldInfo.AllControllers(class'Controller', APlayer)
	{
		if (APlayer.bIsPlayer && APlayer.PlayerReplicationInfo.playername ~= S)
		{
			if ( PlayerController(Other) != None )
			{
					PlayerController(Other).ReceiveLocalizedMessage( GameMessageClass, 8 );
					if ( Other.PlayerReplicationInfo.PlayerName ~= DefaultPlayerName )
					{
						Other.PlayerReplicationInfo.SetPlayerName(DefaultPlayerName$Other.PlayerReplicationInfo.PlayerID);
					}
				return;
			}
		}
	}

    Other.PlayerReplicationInfo.SetPlayerName(S);
}

function SetAlias(Controller Other, string NewAlias)
{
    local Controller APlayer;

    if ( Other.PlayerReplicationInfo.GetPlayerAlias() ~= NewAlias )
    {
		return;
	}

    // Cap player name's at 15 characters...
	if (Len(NewAlias)>15)
	{
		NewAlias = Left(NewAlias,15);
	}

	foreach WorldInfo.AllControllers(class'Controller', APlayer)
	{
		if (APlayer.bIsPlayer && APlayer.PlayerReplicationInfo.GetPlayerAlias() ~= NewAlias)
		{
			if ( PlayerController(Other) != None )
			{
					PlayerController(Other).ReceiveLocalizedMessage( GameMessageClass, 8 );
				return;
			}
		}
	}

    Other.PlayerReplicationInfo.SetPlayerAlias(NewAlias);
}


function DiscardInventory( Pawn Other, optional controller Killer )
{
	if (UTPlayerReplicationInfo(Other.PlayerReplicationInfo) != None && Other.PlayerReplicationInfo.bHasFlag)
	{
		UTPlayerReplicationInfo(Other.PlayerReplicationInfo).GetFlag().Drop(Killer);
	}
	else if ( Other.DrivenVehicle != None && UTPlayerReplicationInfo(Other.DrivenVehicle.PlayerReplicationInfo) != None
		&& Other.DrivenVehicle.PlayerReplicationInfo.bHasFlag )
	{
		UTPlayerReplicationInfo(Other.DrivenVehicle.PlayerReplicationInfo).GetFlag().Drop(Killer);
	}

	Super.DiscardInventory(Other);
}

function Logout(controller Exiting)
{
	local int i, CharIndex;
	local UTPlayerReplicationInfo PRI;
	local byte TeamNum;
	local UTPlayerController ExitingPC;

	PRI = UTPlayerReplicationInfo(Exiting.PlayerReplicationInfo);
	if ( PRI.bHasFlag )
	{
		PRI.GetFlag().Drop();
	}

	CharIndex = PRI.SinglePlayerCharacterIndex;
	TeamNum = PRI.GetTeamNum();


	// Remove from all mute lists so they can rejoin properly
	ExitingPC = UTPlayerController( Exiting );
	if( ExitingPC != None )
	{
		RemovePlayerFromMuteLists( ExitingPC );
	}


	Super.Logout(Exiting);

	if (Exiting.IsA('UTBot') && !UTBot(Exiting).bSpawnedByKismet)
	{
		i = ActiveBots.Find('BotName', Exiting.PlayerReplicationInfo.PlayerName);
		if (i != INDEX_NONE)
		{
			ActiveBots[i].bInUse = false;
		}
		NumBots--;
	}

	if (SinglePlayerMissionID != INDEX_NONE)
	{
		if (CharIndex != INDEX_NONE && !Exiting.IsA('UTBot'))
		{
			AddBot(UTGameReplicationInfo(GameReplicationInfo).SinglePlayerBotNames[CharIndex], TeamNum != 255, TeamNum);
		}
	}
	else if ( NeedPlayers() )
	{
		AddBot();
	}

	if (MaxLives > 0)
	{
		CheckMaxLives(None);
	}


	// Added for midgame voting (must be positioned after 'Super.Logout')
	if (ExitingPC != none && VoteCollector != none)
		VoteCollector.NotifyPlayerExiting(ExitingPC);
}

exec function KillBots()
{
	local UTBot B;

	class'Engine'.static.CheatWasEnabled();
	DesiredPlayerCount = NumPlayers;
	bPlayersVsBots = false;

	foreach WorldInfo.AllControllers(class'UTBot', B)
	{
		KillBot(B);
	}
}

exec function KillOthers()
{
	local UTBot B, ViewedBot;
	local PlayerController PC;

	class'Engine'.static.CheatWasEnabled();
	DesiredPlayerCount = NumPlayers;
	bPlayersVsBots = false;

	foreach LocalPlayerControllers(class'PlayerController', PC)
	{
		if ( Pawn(PC.ViewTarget) != None )
		{
			ViewedBot = UTBot(Pawn(PC.ViewTarget).Controller);
			DesiredPlayerCount = NumPlayers + 1;
			break;
		}
	}

	foreach WorldInfo.AllControllers(class'UTBot', B)
	{
		if ( B != ViewedBot )
			KillBot(B);
	}
}

exec function KillThis()
{
	local PlayerController PC;
	local UTBot ViewedBot;

	class'Engine'.static.CheatWasEnabled();
	foreach LocalPlayerControllers(class'PlayerController', PC)
	{
		if ( Pawn(PC.ViewTarget) != None )
		{
			ViewedBot = UTBot(Pawn(PC.ViewTarget).Controller);
			if ( ViewedBot != None )
				KillBot(ViewedBot);
			break;
		}
	}
}
function KillBot(UTBot B)
{
	if ( B == None )
		return;

	if ( (Vehicle(B.Pawn) != None) && (Vehicle(B.Pawn).Driver != None) )
		Vehicle(B.Pawn).Driver.KilledBy(Vehicle(B.Pawn).Driver);
	else if (B.Pawn != None)
		B.Pawn.KilledBy( B.Pawn );
	if (B != None)
	{
		B.Destroy();
	}
}

function bool NeedPlayers()
{
	if ( bMustJoinBeforeStart )
	{
		return false;
	}
	else if ( bPlayersVsBots )
	{
		return (NumBots < Min(16, BotRatio * NumPlayers));
	}
	else if (SinglePlayerMissionID != INDEX_NONE)
	{
		return (GetNumPlayers() + NumBots < DesiredPlayerCount);
	}
	else
	{
		return (NumPlayers + NumBots < DesiredPlayerCount);
	}
}

exec function AddBots(int Num)
{
	local int AddCount;

	DesiredPlayerCount = Clamp(Max(DesiredPlayerCount, NumPlayers+NumBots)+Num, 1, 32);

	// add up to 8 immediately, then the rest automatically via game timer.
	while ( (NumPlayers + NumBots < DesiredPlayerCount) && (AddBot() != none) && (AddCount < 8) )
	{
		LogInternal("added bot");
		AddCount++;
	}
}

exec function UTBot AddNamedBot(string BotName, optional bool bUseTeamIndex, optional int TeamIndex)
{
	DesiredPlayerCount = Clamp(Max(DesiredPlayerCount, NumPlayers + NumBots) + 1, 1, 32);
	return AddBot(BotName, bUseTeamIndex, TeamIndex);
}

function UTBot AddBot(optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex)
{
	local UTBot NewBot;
	local int i;

	if (BotName == "")
	{
		i = ActiveBots.Find('bInUse', false);
		if (i != INDEX_NONE)
		{
			BotName = ActiveBots[i].BotName;
			ActiveBots[i].bInUse = true;
		}
	}
	else
	{
		i = ActiveBots.Find('BotName', BotName);
		if (i != INDEX_NONE)
		{
			ActiveBots[i].bInUse = true;
		}
	}

	NewBot = SpawnBot(BotName, bUseTeamIndex, TeamIndex);
	if ( NewBot == None )
	{
		WarnInternal("Failed to spawn bot.");
		return none;
	}
	NewBot.PlayerReplicationInfo.PlayerID = GetNextPlayerID();
	NumBots++;
	if ( WorldInfo.NetMode == NM_Standalone )
	{
		RestartPlayer(NewBot);
	}
	else
	{
		NewBot.GotoState('Dead','MPStart');
	}

    return NewBot;
}

/* Spawn and initialize a bot
*/
function UTBot SpawnBot(optional string botName,optional bool bUseTeamIndex, optional int TeamIndex)
{
	local UTBot NewBot;
	local UTTeamInfo BotTeam;
	local CharacterInfo BotInfo;

	BotTeam = GetBotTeam(,bUseTeamIndex,TeamIndex);
	BotInfo = BotTeam.GetBotInfo(botName);

	NewBot = Spawn(BotClass);

	if ( NewBot != None )
	{
		if (SinglePlayerMissionID != INDEX_NONE && BotName != "" && BotName != BotInfo.CharName)
		{
			WarnInternal("Single player bot" @ BotName @ "could not be found (bad spelling?)");
			bBadSinglePlayerBotNames = true;
		}
		InitializeBot(NewBot, BotTeam, BotInfo);

		if (BaseMutator != None)
		{
			BaseMutator.NotifyLogin(NewBot);
		}
	}

	return NewBot;
}

/* Initialize bot
*/
function InitializeBot(UTBot NewBot, UTTeamInfo BotTeam, const out CharacterInfo BotInfo)
{
	NewBot.Initialize(AdjustedDifficulty, BotInfo);
	BotTeam.AddToTeam(NewBot);
	ChangeName(NewBot, BotInfo.CharName, false);
	BotTeam.SetBotOrders(NewBot);
}

function UTTeamInfo GetBotTeam(optional int TeamBots,optional bool bUseTeamIndex,optional int TeamIndex)
{
	local class<UTTeamInfo> RosterClass;

	if ( EnemyRoster != None )
	{
		return EnemyRoster;
	}
	if ( EnemyRosterName != "" )
	{
		RosterClass = class<UTTeamInfo>(DynamicLoadObject(EnemyRosterName,class'Class'));
		if ( RosterClass != None)
			EnemyRoster = spawn(RosterClass);
	}
	if ( EnemyRoster == None )
	{
		RosterClass = class<UTTeamInfo>(DynamicLoadObject(DefaultEnemyRosterClass,class'Class'));
		if ( RosterClass != None)
		{
			EnemyRoster = spawn(RosterClass);
		}
	}
	EnemyRoster.Initialize(TeamIndex);
	return EnemyRoster;
}

function InitGameReplicationInfo()
{
	local UTGameReplicationInfo GRI;
	local UTMutator M;
	local UTGameUISceneClient SC;
	local array<UTUIResourceDataProvider> GameProviders;
	local string GameClass;
	local UTUIDataProvider_GameModeInfo CurProvider;
	local int i;

	Super.InitGameReplicationInfo();

	GRI = UTGameReplicationInfo(GameReplicationInfo);
	GRI.GoalScore = GoalScore;
	GRI.TimeLimit = TimeLimit;
	GameReplicationInfo.RemainingTime = 60 * TimeLimit;
	GRI.MinNetPlayers = MinNetPlayers;
	GRI.bConsoleServer = (WorldInfo.bUseConsoleInput || WorldInfo.IsConsoleBuild());
	GRI.bAllowKeyboardAndMouse = bAllowKeyboardAndMouse;

	GRI.bRequireReady = bPlayersMustBeReady;

	// Flag the match if in story mode
	GRI.bStoryMode = SinglePlayerMissionID > INDEX_NONE;
	GRI.SinglePlayerMissionID = SinglePlayerMissionID;

	if ( SinglePlayerMissionID > INDEX_NONE )
	{
		SC = UTGameUISceneClient(class'UIRoot'.static.GetSceneClient());
		if ( SC != none )
		{
			GRI.MessageOfTheDay = SC.MissionText;
		}
	}

	if ( !bForceRespawn && !GRI.bStoryMode )
	{
		GRI.bSHowMOTD = true;
	}

	// Create the list of mutators.

	M = GetBaseUTMutator();
	while (M != none )
	{
		GRI.MutatorList $= GRI.MutatorList == "" ? Pathname(M.Class) : ("?"$Pathname(M.Class));
		M = M.GetNextUTMutator();
	}

	GRI.RulesString = "";
	GRI.AddGameRule(GetMapTypeRule());
	GRI.AddGameRule(GetEndGameConditionRule());
	GRI.AddGameRule(" ");

	// Set the MOTD on the UTGameReplicationInfo (the UI modifies UTGameReplicationInfo.default directly so subclasses won't have it)
	GRI.MessageOfTheDay = class'UTGameReplicationInfo'.default.MessageOfTheDay;


	// If the current gametype's data provider specifies a custom setting scene, then replicate that to all clients
	Class'UTUIDataStore_MenuItems'.static.GetAllResourceDataProviders(Class'UTUIDataProvider_GameModeInfo', GameProviders);
	GameClass = PathName(Class);

	for (i=0; i<GameProviders.Length; ++i)
	{
		CurProvider = UTUIDataProvider_GameModeInfo(GameProviders[i]);

		if (CurProvider.GameMode ~= GameClass)
		{
			GRI.ModClientSettingsScene = CurProvider.ModClientSettingsScene;
			break;
		}
	}
	
	if ( bPlayersVsBots )
	{
		GRI.IsPlayersVsBots = 1;
	}
}

function string GetMapTypeRule()
{
	return GameName@" - "@WorldInfo.GetMapName();
}


function string GetEndGameConditionRule()
{
	return GetEndOfMatchRules(GoalScore, TimeLimit);
}

function ReduceDamage( out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType )
{
	local float InstigatorSkill;
	local UTVehicle V;

	if ( InstigatedBy != None )
	{
		if ( InstigatedBy != Injured.Controller )
		{
			if (WorldInfo.TimeSeconds - injured.SpawnTime < SpawnProtectionTime && !DamageType.default.bCausedByWorld)
			{
				Damage = 0;
				return;
			}

			V = UTVehicle(Injured);
			if (V != None && !V.bHasBeenDriven && !bUndrivenVehicleDamage)
			{
				Damage = 0;
				Super.ReduceDamage(Damage, Injured, InstigatedBy, HitLocation, Momentum, DamageType);
				return;
			}
		}
		else if ( (DamageType != None) && DamageType.Default.bDontHurtInstigator )
		{
			Damage = 0;
			return;
		}
	}

	Super.ReduceDamage( Damage, injured, InstigatedBy, HitLocation, Momentum, DamageType );

	if ( instigatedBy == None )
		return;

	if ( WorldInfo.Game.GameDifficulty < 4.5 )
	{
		if ( (WorldInfo.Game.GameDifficulty < 4) && injured.IsPlayerPawn() && (injured.Controller == instigatedby) && ((WorldInfo.NetMode == NM_Standalone) || (SinglePlayerMissionID != INDEX_NONE)) )
			Damage *= 0.5;

		//skill level modification
		if ( (AIController(instigatedBy) != None) && ((WorldInfo.NetMode == NM_Standalone) || (SinglePlayerMissionID != INDEX_NONE)) )
		{
			InstigatorSkill = AIController(instigatedBy).Skill;
			if ( (InstigatorSkill < 4.5) && injured.IsHumanControlled() )
				{
					if ( ((instigatedBy.Pawn != None) && (instigatedBy.Pawn.Weapon != None) && instigatedBy.Pawn.Weapon.bMeleeWeapon)
						|| ((injured.Weapon != None) && injured.Weapon.bMeleeWeapon && (VSize(injured.location - instigatedBy.Pawn.Location) < 600)) )
							Damage = Damage * (0.64 + 0.08 * InstigatorSkill);
					else
							Damage = Damage * (0.25 + 0.15 * InstigatorSkill);
			}
		}
	}
	if ( InstigatedBy.Pawn != None )
	{
		Damage = Damage * instigatedBy.Pawn.GetDamageScaling();
	}
}

function NotifySpree(UTPlayerReplicationInfo Other, int num)
{
	local PlayerController PC;

	if (num % 5 != 0 || num == 0 || num > 30)
	{
		return;
	}
	num = (num/5) - 1;

	Other.IncrementEventStat(class'UTLeaderboardWriteDM'.Default.SPREE[num]);
	foreach WorldInfo.AllControllers(class'PlayerController', PC)
	{
		PC.ReceiveLocalizedMessage( class'UTKillingSpreeMessage', Num, Other );
	}
	if ( (UTPlayerController(Other.Owner) == None) || UTPlayerController(Other.Owner).bAutoTaunt )
	{
		Controller(Other.Owner).SendMessage(None, 'TAUNT', 10, None);
	}
}

function EndSpree(UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other)
{
	local PlayerController PC;

	if ( Other == None )
		return;

	Other.Spree = 0;
	if ( Killer != None )
	{
		Killer.IncrementEventStat('EVENT_ENDSPREE');
	}

	foreach WorldInfo.AllControllers(class'PlayerController', PC)
	{
		if ( (Killer == Other) || (Killer == None) )
		{
			PC.ReceiveLocalizedMessage( class'UTKillingSpreeMessage', 1, None, Other );
		}
		else
		{
			PC.ReceiveLocalizedMessage( class'UTKillingSpreeMessage', 0, Other, Killer );
		}
	}
}


//------------------------------------------------------------------------------
// Game States


/**
 * This is called once the client has sent the server their unique net id.
 * It is now possible to set up their mute list.
 *
 * @param PC the playercontroller that is ready for updates
 */
function UpdateGameplayMuteList( PlayerController PC )
{
	local UTPlayerController UTPC;

	UTPC = UTPlayerController( PC );
	if( UTPC != None )
	{
		SetupPlayerMuteList( UTPC, false );  // Force spectator channel?
	}
}



/**
 * Sets up the voice mute list based upon this player's team/spectator state. Opponents are
 * added the specified player's mute list and vice versa.
 *
 * @param PC the player controller to initialize muting for
 */
function SetupPlayerMuteList( UTPlayerController PC, bool bForceSpectatorChannel )
{
	local TeamInfo MyTeam;
	local int MyVoiceChannel;
	local TeamInfo OtherTeam;
	local UTPlayerController OtherPC;
	local int OtherVoiceChannel;
	local UniqueNetId ZeroUniqueNetId;

	// Make sure we have a valid unique online ID.  If we don't, then one of the following is true:
	//    * Player isn't signed into an online profile (we don't support voice chat unless you're signed in online.)
	//    * Player doesn't have a unique online ID (maybe it's an AI or something?)
	//    * Player's unique online ID isn't available to the server yet
	if (PC.PlayerReplicationInfo != None && PC.PlayerReplicationInfo.UniqueId != ZeroUniqueNetId)
	{
		// `log( "VOIP| SetupPlayerMuteList:  For player [" @ PC.PlayerReplicationInfo.PlayerName @ " : " @ PC.PlayerReplicationInfo.UniqueId.Uid[0]@PC.PlayerReplicationInfo.UniqueId.Uid[1]@PC.PlayerReplicationInfo.UniqueId.Uid[2]@PC.PlayerReplicationInfo.UniqueId.Uid[3]@PC.PlayerReplicationInfo.UniqueId.Uid[4]@PC.PlayerReplicationInfo.UniqueId.Uid[5]@PC.PlayerReplicationInfo.UniqueId.Uid[6]@PC.PlayerReplicationInfo.UniqueId.Uid[7] @ "]  Force spectator [" @ bForceSpectatorChannel @ "]" );

		// Start off in the spectator channel
		MyTeam = PC.PlayerReplicationInfo.Team;
		MyVoiceChannel = VC_Spectators;
		if( !bForceSpectatorChannel && !PC.PlayerReplicationInfo.bIsSpectator )
		{
			// OK, we're not a spectator and we were not asked to be forced into that channel
			MyVoiceChannel = VC_Team1;
			if( !bIgnoreTeamForVoiceChat && MyTeam != None && MyTeam.TeamIndex > 0 && PC.PlayerReplicationInfo.TeamID != 255 )
			{
				// We're on team 2 and we were asked to respect the team settings
				MyVoiceChannel = VC_Team2;
			}
		}

		// `log( "VOIP|                           My voice channel [" @ MyVoiceChannel @ "]  Spectator [" @ PC.PlayerReplicationInfo.bIsSpectator @ "]" );

		// Check all players
		foreach WorldInfo.AllControllers( class'UTPlayerController', OtherPC )
		{
			if (OtherPC != PC && OtherPC.PlayerReplicationInfo != None)
			{
				// Make sure the other player has a valid online ID.
				if( OtherPC.PlayerReplicationInfo.UniqueId != ZeroUniqueNetId )
				{
					// Start the other player off in the spectator channel
					OtherVoiceChannel = VC_Spectators;
					if( !bForceSpectatorChannel && !OtherPC.PlayerReplicationInfo.bIsSpectator )
					{
						// Other player isn't a spectator, so assume team 1 first
						OtherVoiceChannel = VC_Team1;
						OtherTeam = OtherPC.PlayerReplicationInfo.Team;
						if( !bIgnoreTeamForVoiceChat && OtherTeam != None && OtherTeam.TeamIndex > 0 && OtherPC.PlayerReplicationInfo.TeamID != 255 )
						{
							// Other player is on a team and it's team 2, and we were asked to respect that
							OtherVoiceChannel = VC_Team2;
						}
					}

					// If not on the same team and not in the list already, mute
					if( OtherVoiceChannel != MyVoiceChannel )
					{
						// `log( "VOIP|                           Cannot hear [" @ OtherPC.PlayerReplicationInfo.PlayerName @ " : " @ OtherPC.PlayerReplicationInfo.UniqueId.Uid[0]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[1]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[2]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[3]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[4]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[5]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[6]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[7] @ "]  Voice channel [" @ OtherVoiceChannel @ "]  Spectator [" @ OtherPC.PlayerReplicationInfo.bIsSpectator @ "]" );

						PC.GameplayMutePlayer( OtherPC.PlayerReplicationInfo.UniqueId );
						OtherPC.GameplayMutePlayer( PC.PlayerReplicationInfo.UniqueId );
					}
					else
					{
						// `log( "VOIP|                           Can hear [" @ OtherPC.PlayerReplicationInfo.PlayerName @ " : " @ OtherPC.PlayerReplicationInfo.UniqueId.Uid[0]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[1]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[2]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[3]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[4]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[5]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[6]@OtherPC.PlayerReplicationInfo.UniqueId.Uid[7] @ "]  Voice channel [" @ OtherVoiceChannel @ "]  Spectator [" @ OtherPC.PlayerReplicationInfo.bIsSpectator @ "]" );

						PC.GameplayUnmutePlayer( OtherPC.PlayerReplicationInfo.UniqueId );
						OtherPC.GameplayUnmutePlayer( PC.PlayerReplicationInfo.UniqueId );
					}
				}
				else
				{
					// `log( "VOIP|                           Skipping [" @ OtherPC.PlayerReplicationInfo.PlayerName @ "], player doesn't have a UniqueNetId." );
				}
			}
		}
	}
	else
	{
		// `log( "VOIP| SetupPlayerMuteList:  Player [" @ PC.PlayerReplicationInfo.PlayerName @ "] doesn't have a UniqueNetId.  Nothing to do." );
	}
}



/**
 * Removes the specified player from all other player's mute lists
 *
 * @param PC Player controller to remove from other mute lists
 */
function RemovePlayerFromMuteLists( UTPlayerController PC )
{
	local UTPlayerController CurPC;

	if( PC != None )
	{
		foreach WorldInfo.AllControllers( class'UTPlayerController', CurPC )
		{
			if( CurPC != PC )
			{
				CurPC.GameplayUnmutePlayer( PC.PlayerReplicationInfo.UniqueId );
			}
		}
	}
}


/**
 * Reset everyone's channel to the same thing and then rebuild the gameplay
 * mute lists for each player
 */
function ResetAllPlayerMuteListsToSpectatorChannel()
{
	local UTPlayerController PC;

	// Allow everyone to hear each other
	foreach WorldInfo.AllControllers( class'UTPlayerController', PC )
	{
		// Clear the gameplay mute list so everyone can talk to each other while traveling
		SetupPlayerMuteList( PC, true );	// Force spectator channel?
	}
}



function StartMatch()
{
	local bool bTemp;
	local UTPlayerController PC;

    GotoState('MatchInProgress');

    GameReplicationInfo.RemainingMinute = GameReplicationInfo.RemainingTime;
    Super.StartMatch();

	bTemp = bMustJoinBeforeStart;
    bMustJoinBeforeStart = false;

	AddInitialBots();

    bMustJoinBeforeStart = bTemp;

	LogInternal("START MATCH");


	// Setup team VOIP mute lists
	foreach WorldInfo.AllControllers( class'UTPlayerController', PC )
	{
		SetupPlayerMuteList( PC, false );	// Force spectator channel?
	}


	// we had to wait for the constructioning and the commandline causeevent for the flythrough was lost
	// so we need to fire off another one once we know that we are in the match and meshes have been constructioned!
	if( bDoingAFlyThrough == TRUE )
	{
		foreach WorldInfo.AllControllers(class'UTPlayerController', PC)
		{
			PC.ConsoleCommand( "ce FlyThrough" );
			break;
		}
	}

	foreach WorldInfo.AllControllers(class'UTPlayerController', PC)
	{
		PC.IncrementNumberOfMatchesPlayed();
		break;
	}

	if( bCheckingForFragmentation == TRUE )
	{
		//ConsoleCommand( "killparticles" );
		ConsoleCommand( "MemFragCheck" );
	}
	if( bCheckingForMemLeaks == TRUE )
	{
		//ConsoleCommand( "MemLeakCheck" );
		ConsoleCommand( "MEMTAG_UPDATE" );
	}

	if( BugLocString != "" || BugRotString != "" )
	{
		if( PC.CheatManager != none )
		{
			//`log( "BugLocString:" @ BugLocString );
			//`log( "BugRotString:" @ BugRotString );

			PC.CheatManager.BugItGoString( BugLocString, BugRotString );
		}
	}

	//SetTimer( 10.0f, TRUE, 'TrackMemoryFunctor');
}

/** This is our TrackMemory functor where we can put anything we want to do every N seconds. **/
function TrackMemoryFunctor()
{
	ConsoleCommand( "DUMPALLOCS -AlphaSort" );
}


function EndGame(PlayerReplicationInfo Winner, string Reason )
{
	local Sequence GameSequence;
	local array<SequenceObject> Events;
	local int i;

	if ( (Reason ~= "triggered") ||
	 (Reason ~= "LastMan")   ||
	 (Reason ~= "TimeLimit") ||
	 (Reason ~= "FragLimit") ||
	 (Reason ~= "TeamScoreLimit") )
	{
		Super.EndGame(Winner,Reason);
		if ( bGameEnded )
		{
			// trigger any Kismet "Game Ended" events
			GameSequence = WorldInfo.GetGameSequence();
			if (GameSequence != None)
			{
				GameSequence.FindSeqObjectsByClass(class'UTSeqEvent_GameEnded', true, Events);
				for (i = 0; i < Events.length; i++)
				{
					UTSeqEvent_GameEnded(Events[i]).CheckActivate(self, None);
				}
			}

			GotoState('MatchOver');
		}
	}
}

/** FindPlayerStart()
* Return the 'best' player start for this player to start from.  PlayerStarts are rated by RatePlayerStart().
* @param Player is the controller for whom we are choosing a playerstart
* @param InTeam specifies the Player's team (if the player hasn't joined a team yet)
* @param IncomingName specifies the tag of a teleporter to use as the Playerstart
* @returns NavigationPoint chosen as player start (usually a PlayerStart)
 */
function NavigationPoint FindPlayerStart(Controller Player, optional byte InTeam, optional string incomingName)
{
	local NavigationPoint Best;

	if (ScriptedStartSpot != None)
	{
		Best = ScriptedStartSpot;
		ScriptedStartSpot = None;
	}
	else
	{
		// Save LastPlayerStartSpot for use in RatePlayerStart()
		if ( (Player != None) && (Player.StartSpot != None) )
		{
			LastPlayerStartSpot = Player.StartSpot;
		}

		Best = Super.FindPlayerStart(Player, InTeam, incomingName );

		// Save LastStartSpot for use in RatePlayerStart()
		if ( Best != None )
		{
			LastStartSpot = Best;
		}
	}

	return Best;
}

function bool DominatingVictory()
{
	return ( (PlayerReplicationInfo(GameReplicationInfo.Winner).Deaths == 0)
		&& (PlayerReplicationInfo(GameReplicationInfo.Winner).Score >= 5) );
}

function bool IsAWinner(PlayerController C)
{
	if ( C.PlayerReplicationInfo == None )
	{
		return false;
	}
	return ( C.PlayerReplicationInfo.bOnlySpectator || (C.PlayerReplicationInfo == GameReplicationInfo.Winner) );
}

function PlayEndOfMatchMessage()
{
	local UTPlayerController PC;

	if ( DominatingVictory() )
	{
		foreach WorldInfo.AllControllers(class'UTPlayerController', PC)
		{
			if (IsAWinner(PC))
			{
				PC.ClientPlayAnnouncement(VictoryMessageClass, 0);
			}
			else
			{
				PC.ClientPlayAnnouncement(VictoryMessageClass, 1);
			}
		}
	}
	else
		PlayRegularEndOfMatchMessage();
}

function PlayRegularEndOfMatchMessage()
{
	local UTPlayerController PC;

	foreach WorldInfo.AllControllers(class'UTPlayerController', PC)
	{
		if ( (PC.PlayerReplicationInfo != None) && !PC.PlayerReplicationInfo.bOnlySpectator )
		{
			if ( IsAWinner(PC) )
			{
				PC.ClientPlayAnnouncement(VictoryMessageClass, 2);
			}
			else
			{
				PC.ClientPlayAnnouncement(VictoryMessageClass, 3);
			}
		}
	}
}

function PlayStartupMessage()
{
	local UTPlayerController P;

	// keep message displayed for waiting players
	foreach WorldInfo.AllControllers(class'UTPlayerController', P)
	{
		P.PlayStartUpMessage(StartupStage);
	}
}

function bool JustStarted(float MaxElapsedTime)
{
	return GameReplicationInfo.ElapsedTime < MaxElapsedTime;
}

/** ends the current round; sends the game into state RoundOver and sets the ViewTarget for all players to be the given actor */
function EndRound(Actor EndRoundFocus)
{
	local Controller C;

	//round has ended
	if ( !bGameEnded )
	{
		foreach WorldInfo.AllControllers(class'Controller', C)
		{
			C.RoundHasEnded(EndRoundFocus);
		}
	}
	GotoState('RoundOver');
}

function bool MatchIsInProgress()
{
	return false;
}

function AddInitialBots()
{
	local int AddCount;

	// add any bots immediately
	while (NeedPlayers() && AddBot() != None && AddCount < 16)
	{
		AddCount++;
	}
}

function UTBot SinglePlayerAddBot(optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex)
{
	local int i, CharIndex;
	local UTGameReplicationInfo GRI;
	local UTPlayerReplicationInfo PRI;
	if ( BotName != "" )
	{
		GRI = UTGameReplicationInfo(GameReplicationInfo);
		if ( GRI != none )
		{
			CharIndex = INDEX_None;
			for (i=0;i<4;i++)
			{
				if ( GRI.SinglePlayerBotNames[i] ~= BotName )
				{
					CharIndex = i;
					break;
				}
			}

			// Try to add one of the player bots.  See if that player is on the server
			// and if so, ignore the bot.
			if ( CharIndex != INDEX_None )
			{
				for (i=0;i<GRI.PRIArray.Length;i++)
				{
					PRI = UTPlayerReplicationInfo(GRI.PRIArray[i]);
					if ( PRI.SinglePlayerCharacterIndex == CharIndex )	// Player existing playing this character so don't add this bot.
					{
						return None;
					}
				}
			}
		}
	}

	return AddBot(BotName, bUseTeamIndex, TeamIndex);
}

auto State PendingMatch
{

	function RestartPlayer(Controller aPlayer)
	{
		if (UTGameReplicationInfo(GameReplicationInfo).bWarmupRound)
		{
			Global.RestartPlayer(aPlayer);
		}
	}

	// Override these 4 functions so that if we are in a warmup round, they get ignored.

	function CheckLives();
	function bool CheckScore(PlayerReplicationInfo Scorer);
	function ScoreKill(Controller Killer, Controller Other);
	function ScoreFlag(Controller Scorer, UTCTFFlag theFlag);

	function Timer()
	{
		local PlayerController P;
		local bool bReady;
		local UTBot B;

		Global.Timer();

		// first check if there are enough net players, and enough time has elapsed to give people
		// a chance to join
		if ( NumPlayers == 0 )
		{
			bWaitForNetPlayers = true;

			if (bWarmupRound)
			{
				WarmupRemaining = WarmupTime;
				GameReplicationInfo.RemainingTime = WarmupRemaining;
			}
		}
		else
		{
			foreach WorldInfo.AllControllers(class'UTBot', B)
			{
				if (TooManyBots(B))
				{
					B.Destroy();
				}
			}

			AddInitialBots();

			if (bWarmupRound)
			{
				if (WarmupRemaining > 0)
				{
					WarmupRemaining--;
					GameReplicationInfo.RemainingTime = WarmupRemaining;
					if (WarmupRemaining % 60 == 0)
					{
						GameReplicationInfo.RemainingMinute = WarmupRemaining;
					}
			   		return;
				}
				else if (WarmupRemaining == 0)
				{
					WarmupRemaining = -1;
					UTGameReplicationInfo(GameReplicationInfo).bWarmupRound = false;
			   		ResetLevel();
				}
			}
		}

		if ( bWaitForNetPlayers && (WorldInfo.NetMode != NM_Standalone) )
		{
			if ( (NumPlayers >= MinNetPlayers) && (NumPlayers > 0) )
				PendingMatchElapsedTime++;
			else
				PendingMatchElapsedTime = 0;
			if ( (NumPlayers == MaxPlayers) || (PendingMatchElapsedTime > NetWait) )
			{
				// wait until players finish clientside processing (or it times out)
				if (PendingMatchElapsedTime <= ClientProcessingTimeout)
				{
					if (!InitialProcessingIsComplete())
					{
						PlayStartupMessage();
						return;
					}
				}
				bWaitForNetPlayers = false;
				CountDown = Default.CountDown;
			}
			else
			{
				PlayStartupMessage();
				return;
			}
		}
		else if (WorldInfo.NetMode == NM_Standalone && !InitialProcessingIsComplete())
		{
			// PlayStartupMessage() intentionally left out here (mesh construction messsage should be visible)
			return;
		}

		// check if players are ready
		bReady = true;

		StartupStage = 1;
		if ( !bStartedCountDown && (bPlayersMustBeReady || (WorldInfo.NetMode == NM_Standalone)) )
		{
			foreach WorldInfo.AllControllers(class'PlayerController', P)
			{
				if ( P.PlayerReplicationInfo != None && P.bIsPlayer && P.PlayerReplicationInfo.bWaitingPlayer
					&& !P.PlayerReplicationInfo.bReadyToPlay )
				{
					bReady = false;
				}
			}
		}
		if ( bReady && SinglePlayerMissionID == INDEX_None )
		{

			if (!bStartedCountDown)
			{
				if (DemoPrefix != "")
				{
					ConsoleCommand("demorec" @ DemoPrefix $ "-%td");
				}
				bStartedCountDown = true;
			}
			CountDown--;
			if ( CountDown <= 0 )
				StartMatch();
			else
				StartupStage = 5 - CountDown;
		}
		PlayStartupMessage();
	}

	function BeginState(Name PreviousStateName)
	{
		if (bWarmupRound)
		{
			GameReplicationInfo.RemainingTime = WarmupRemaining;
			GameReplicationInfo.RemainingMinute = WarmupRemaining;
		}
		bWaitingToStartMatch = true;
		UTGameReplicationInfo(GameReplicationInfo).bWarmupRound = bWarmupRound;
		StartupStage = 0;
	}

	function EndState(Name NextStateName)
	{
		UTGameReplicationInfo(GameReplicationInfo).bWarmupRound = false;
	}


Begin:
	if (WorldInfo.NetMode == NM_Standalone || WorldInfo.NetMode == NM_ListenServer)
	{
		Sleep(0.0); //@hack - so local player has time to get friendly faction from profile
		AddInitialBots();
	}

	// quickstart for solo loading of a map
	if (DesiredPlayerCount <= 1 && WorldInfo.NetMode == NM_StandAlone && SinglePlayerMissionID == INDEX_NONE)
	{
		bQuickStart = true;
	}

	if ( bQuickStart )
	{
		if (DemoPrefix != "")
		{
			ConsoleCommand("demorec" @ DemoPrefix $ "-%td");
		}
WaitForMeshes:
		sleep(0.2);
		if ( !InitialProcessingIsComplete() )
		{
			Goto('WaitForMeshes');
		}
		StartMatch();
	}
}


function bool InitialProcessingIsComplete()
{
	local UTPlayerController UTPC;

	foreach WorldInfo.AllControllers(class'UTPlayerController', UTPC)
	{
		if (!UTPC.bInitialProcessingComplete && !UTPC.PlayerReplicationInfo.bOnlySpectator)
		{
			return false;
		}
	}
	return true;
}

function DoMapVote();

function InitializeVoteCollector()
{
	local bool bForceVoting, bMapVote, bGameVote, bMutVote, bKickVote;
	local string CurOpt;
	local class<UTVoteCollector> VCClass;
	local array<string> DudArray;

	// Allows force-spawning of the vote collector, even if all voting options are disabled
	bForceVoting = bool(ParseOption(ServerOptions, "ForceVoting"));

	if (VoteCollector != none || (WorldInfo.NetMode == NM_Standalone && !bForceVoting) || SinglePlayerMissionID != INDEX_None)
		return;

	// Prevent a compiler warning
	DudArray.Length = 0;


	if (VoteCollectorClassName != "")
		VCClass = Class<UTVoteCollector>(DynamicLoadObject(VoteCollectorClassName, Class'Class'));

	if (VCClass == none)
		VCClass = Class'UTVoteCollector';


	// Parse commandline options
	CurOpt = ParseOption(ServerOptions, "Vote");

	if (CurOpt == "")
		CurOpt = ParseOption(ServerOptions, "MapVote");

	bMapVote = ((CurOpt != "") ? bool(CurOpt) : VCClass.default.bAllowMapVoting);

	CurOpt = ParseOption(ServerOptions, "GameVote");
	bGameVote = ((CurOpt != "") ? bool(CurOpt) : VCClass.default.bAllowGameVoting);

	CurOpt = ParseOption(ServerOptions, "MutVote");
	bMutVote = ((CurOpt != "") ? bool(CurOpt) : VCClass.default.bAllowMutatorVoting);

	CurOpt = ParseOption(ServerOptions, "KickVote");
	bKickVote = ((CurOpt != "") ? bool(CurOpt) : VCClass.default.bAllowKickVoting);


	// Apply the options
	VCClass.default.bAllowGameVoting = bGameVote;
	VCClass.default.bAllowMapVoting = bMapVote;
	VCClass.default.bAllowMutatorVoting = bMutVote;
	VCClass.default.bAllowKickVoting = bKickVote;
	VCClass.StaticSaveConfig();


	// Return if voting is disabled
	if (!bForceVoting && (!VCClass.default.bMidGameVoting || (!bMapVote && !bGameVote)) && !bMutVote && !bKickVote)
		return;


	if (bGameVote)
		LogInternal("Game voting is enabled",'UTVoting');

	if (bMapVote)
		LogInternal("Map voting is enabled",'UTVoting');

	if (bMutVote)
		LogInternal("Mutator voting is enabled",'UTVoting');

	if (bKickVote)
		LogInternal("Kick voting is enabled",'UTVoting');


	VoteCollector = Spawn(VCClass);
	VoteCollector.GameInfoRef = Self;
	VoteCollector.MapListManager = MapListManager;

	if (VoteCollector != none)
		VoteCollector.Initialize(DudArray);
	else
		LogInternal("Could not create the vote collector",'UTVoting');
}

function DoEndGameMapVote()
{
	VoteCollector.NotifyEndGameVote();
}

state MatchInProgress
{
	function bool MatchIsInProgress()
	{
		return true;
	}

	function bool ChangeTeam(Controller Other, int Num, bool bNewTeam)
	{
		local bool bSuccess;
		local UTPlayerController UTPC;

		// Call parent implementation
		bSuccess = Global.ChangeTeam(Other, Num, bNewTeam);

		// OK, we changed teams while mid-game.  Update our voice muting state.
		UTPC = UTPlayerController( Other );
		if( UTPC != None )
		{
			SetupPlayerMuteList( UTPC, false );		// Force spectator channel?
		}

		return bSuccess;
	}

	function Timer()
	{
		local PlayerController P;

		Global.Timer();
		if ( !bFinalStartup )
		{
			bFinalStartup = true;
			PlayStartupMessage();
		}
		// force respawn failsafe
		if ( ForceRespawn() )
		{
			foreach WorldInfo.AllControllers(class'PlayerController', P)
			{
				if (P.Pawn == None && !P.PlayerReplicationInfo.bOnlySpectator && !P.IsTimerActive('DoForcedRespawn'))
				{
					P.ServerReStartPlayer();
				}
			}
		}
		if ( NeedPlayers() )
		{
			AddBot();
		}

		if ( bOverTime )
		{
			EndGame(None,"TimeLimit");
		}
		else if ( TimeLimit > 0 )
		{
			GameReplicationInfo.bStopCountDown = false;
			if ( GameReplicationInfo.RemainingTime <= 0 )
			{
				EndGame(None,"TimeLimit");
			}
		}
		else if ( (MaxLives > 0) && (NumPlayers + NumBots != 1) )
		{
			CheckMaxLives(none);
		}
	}

	function BeginState(Name PreviousStateName)
	{
		local PlayerReplicationInfo PRI;

		if (PreviousStateName != 'RoundOver')
		{
			foreach DynamicActors(class'PlayerReplicationInfo', PRI)
			{
				PRI.StartTime = 0;
			}
			GameReplicationInfo.ElapsedTime = 0;
			bWaitingToStartMatch = false;
			StartupStage = 5;
			PlayStartupMessage();
			StartupStage = 6;
		}
	}
}

State MatchOver
{
	function RestartPlayer(Controller aPlayer) {}
	function ScoreKill(Controller Killer, Controller Other) {}

	function ReduceDamage( out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType )
	{
		Damage = 0;
		Momentum = vect(0,0,0);
	}

	function bool ChangeTeam(Controller Other, int num, bool bNewTeam)
	{
		// we don't want newly joining players to get stuck as a spectator for the next match,
		// mark them as out of the game and pretend we succeeded
		Other.PlayerReplicationInfo.bOutOfLives = true;
		return true;
	}

	event PostLogin(PlayerController NewPlayer)
	{
		Global.PostLogin(NewPlayer);

		NewPlayer.GameHasEnded(EndGameFocus);
	}

	function Timer()
	{
		local PlayerController PC;
		local Sequence GameSequence;
		local array<SequenceObject> AllInterpActions;
		local SeqAct_Interp InterpAction;
		local int i, j;
		local bool bIsInCinematic;

		Global.Timer();

		if ( !bGameRestarted && (WorldInfo.RealTimeSeconds > EndTime + RestartWait) &&
			(VoteCollector == none || !VoteCollector.IsTimerActive('EndVoteCountdown')))
		{
			RestartGame();
		}

		if ( EndGameFocus != None )
		{
			EndGameFocus.bAlwaysRelevant = true;

			// if we're not in a cinematic (matinee controlled camera), force all players' ViewTarget to the EndGameFocus
			GameSequence = WorldInfo.GetGameSequence();
			if (GameSequence != None)
			{
				// find any matinee actions that exist
				GameSequence.FindSeqObjectsByClass(class'SeqAct_Interp', true, AllInterpActions);
				for (i = 0; i < AllInterpActions.length && !bIsInCinematic; i++)
				{
					InterpAction = SeqAct_Interp(AllInterpActions[i]);
					if (InterpAction.InterpData != None && InterpAction.GroupInst.length > 0)
					{
						for (j = 0; j < InterpAction.InterpData.InterpGroups.length; j++)
						{
							if (InterpGroupDirector(InterpAction.InterpData.InterpGroups[j]) != None)
							{
								bIsInCinematic = true;
								break;
							}
						}
					}
				}
			}
			if (!bIsInCinematic)
			{
				foreach WorldInfo.AllControllers(class'PlayerController', PC)
				{
					PC.ClientSetViewtarget(EndGameFocus);
				}
			}
		}

		// play end-of-match message for winner/losers (for single and muli-player)
		EndMessageCounter++;
		if ( EndMessageCounter == EndMessageWait )
		{
			PlayEndOfMatchMessage();
		}
	}

	function bool NeedPlayers()
	{
		return false;
	}

	/** Update weapon awards at end of match */
	function UpdateWeaponAwards()
	{
		local int i,j, SniperCount;
		local int BestKillCount[10]; // KILLS_IMPACTHAMMER, KILLS_ENFORCER, KILLS_BIORIFLE, KILLS_SHOCKRIFLE, KILLS_LINKGUN, KILLS_FLAKCANNON, KILLS_STINGER, KILLS_ROCKETLAUNCHER, KILLS_HEADSHOT+KILLS_SNIPERRIFLE, KILLS_REDEEMER
		local UTPlayerReplicationInfo PRI, BestPlayer[10];
		local UTWeaponAwardReplicationInfo WAI;

		for( i=0; i<GameReplicationInfo.PRIArray.Length; i++ )
		{
			PRI = UTPlayerReplicationInfo( GameReplicationInfo.PRIArray[i] );
			if( PRI != none )
			{
				PRI.WeaponAwardIndex = -1;
				PRI.WeaponAwardKills = 0;
				SniperCount = 0;

				// insert player as leader for appropriate weapons
				for ( j=0; j< PRI.KillStats.Length; j++ )
				{
					if ( PRI.KillStats[j].StatName == 'KILLS_IMPACTHAMMER' )
					{
						if ( PRI.KillStats[j].StatValue > BestKillCount[0] )
						{
							BestKillCount[0] = PRI.KillStats[j].StatValue;
							BestPlayer[0] = PRI;
						}
					}
					else if ( PRI.KillStats[j].StatName == 'KILLS_ENFORCER' )
					{
						if ( PRI.KillStats[j].StatValue > BestKillCount[1] )
						{
							BestKillCount[1] = PRI.KillStats[j].StatValue;
							BestPlayer[1] = PRI;
						}
					} 
					else if ( PRI.KillStats[j].StatName == 'KILLS_BIORIFLE' )
					{
						if ( PRI.KillStats[j].StatValue > BestKillCount[2] )
						{
							BestKillCount[2] = PRI.KillStats[j].StatValue;
							BestPlayer[2] = PRI;
						}
					} 
					else if ( PRI.KillStats[j].StatName == 'KILLS_SHOCKRIFLE' )
					{
						if ( PRI.KillStats[j].StatValue > BestKillCount[3] )
						{
							BestKillCount[3] = PRI.KillStats[j].StatValue;
							BestPlayer[3] = PRI;
						}
					} 
					else if ( PRI.KillStats[j].StatName == 'KILLS_LINKGUN' )
					{
						if ( PRI.KillStats[j].StatValue > BestKillCount[4] )
						{
							BestKillCount[4] = PRI.KillStats[j].StatValue;
							BestPlayer[4] = PRI;
						}
					} 
					else if ( PRI.KillStats[j].StatName == 'KILLS_FLAKCANNON' )
					{
						if ( PRI.KillStats[j].StatValue > BestKillCount[5] )
						{
							BestKillCount[5] = PRI.KillStats[j].StatValue;
							BestPlayer[5] = PRI;
						}
					} 
					else if ( PRI.KillStats[j].StatName == 'KILLS_STINGER' )
					{
						if ( PRI.KillStats[j].StatValue > BestKillCount[6] )
						{
							BestKillCount[6] = PRI.KillStats[j].StatValue;
							BestPlayer[6] = PRI;
						}
					} 
					else if ( PRI.KillStats[j].StatName == 'KILLS_ROCKETLAUNCHER' )
					{
						if ( PRI.KillStats[j].StatValue > BestKillCount[7] )
						{
							BestKillCount[7] = PRI.KillStats[j].StatValue;
							BestPlayer[7] = PRI;
						}
					} 
					else if ( PRI.KillStats[j].StatName == 'KILLS_REDEEMER' )
					{
						if ( PRI.KillStats[j].StatValue > BestKillCount[9] )
						{
							BestKillCount[9] = PRI.KillStats[j].StatValue;
							BestPlayer[9] = PRI;
						}
					} 
					else if ( (PRI.KillStats[j].StatName == 'KILLS_HEADSHOT') || (PRI.KillStats[j].StatName == 'KILLS_SNIPERRIFLE') )
					{
						SniperCount += PRI.KillStats[j].StatValue;
					}						
				}
				if ( SniperCount > BestKillCount[8] )
				{
					BestKillCount[8] = SniperCount;
					BestPlayer[8] = PRI;
				}
			}
		}
		
		// Weapon award for top player for each weapon (give award only for weapon player did best with)
		for ( i=0; i<10; i++ )
		{
			if ( BestPlayer[i] != None )
			{
				if ( BestKillCount[i] > BestPlayer[i].WeaponAwardKills )
				{
					if ( BestPlayer[i].WeaponAwardIndex >= 0 )
					{
						BestPlayer[BestPlayer[i].WeaponAwardIndex] = None;
					}
					BestPlayer[i].WeaponAwardKills = BestKillCount[i];
					BestPlayer[i].WeaponAwardIndex = i;
				}
				else
				{
					BestPlayer[i] = None;
				}
			}
		}

		if ( WorldInfo.NetMode != NM_Standalone )
		{
			WAI = spawn(class'UTWeaponAwardReplicationInfo');
			for ( i=0; i<10; i++ )
			{	
				WAI.WeaponAwards[i] = BestPlayer[i];
			}
		}
	}

	function BeginState(Name PreviousStateName)
	{
		local Pawn P;

		// Reset VOIP muting so everyone can talk to each other
		ResetAllPlayerMuteListsToSpectatorChannel();

		GameReplicationInfo.bStopCountDown = true;
		foreach WorldInfo.AllPawns(class'Pawn', P)
		{
			P.TurnOff();
		}

		if (SinglePlayerMissionID == INDEX_NONE && VoteCollector != none)
			DoEndGameMapVote();

		UpdateWeaponAwards();
	}

	function ResetLevel()
	{
		RestartGame();
	}
}

state RoundOver extends MatchOver
{
	ignores DoMapVote, DoEndGameMapVote;

	event BeginState(name PreviousStateName)
	{
		Super.BeginState(PreviousStateName);
		ResetCountDown = Max(2, ResetTimeDelay);
	}

	function bool ChangeTeam(Controller Other, int Num, bool bNewTeam)
	{
		return Global.ChangeTeam(Other, Num, bNewTeam);
	}

	function ResetLevel()
	{
		// note that we need to change the state BEFORE calling ResetLevel() so that we don't unintentionally override
		// functions that ResetLevel() may call
		GotoState('');
		Global.ResetLevel();
		GotoState('MatchInProgress');
		ResetCountDown = 0;
	}

	event Timer()
	{
		Global.Timer();

		ResetCountdown--;
		if (ResetCountdown == 1)
		{
			ResetLevel();
		}
	}
}

/** ChoosePlayerStart()
* Return the 'best' player start for this player to start from.  PlayerStarts are rated by RatePlayerStart().
* @param Player is the controller for whom we are choosing a playerstart
* @param InTeam specifies the Player's team (if the player hasn't joined a team yet)
* @returns NavigationPoint chosen as player start (usually a PlayerStart)
 */
function PlayerStart ChoosePlayerStart( Controller Player, optional byte InTeam )
{
	local PlayerStart P, BestStart;
	local float BestRating, NewRating;
	local array<playerstart> PlayerStarts;
	local int i, RandStart;
	local byte Team;

	// use InTeam if player doesn't have a team yet
	Team = ( (Player != None) && (Player.PlayerReplicationInfo != None) && (Player.PlayerReplicationInfo.Team != None) )
			? byte(Player.PlayerReplicationInfo.Team.TeamIndex)
			: InTeam;

	// make array of enabled playerstarts
	foreach WorldInfo.AllNavigationPoints(class'PlayerStart', P)
	{
		if ( P.bEnabled )
			PlayerStarts[PlayerStarts.Length] = P;
	}

	// Avoid randomness for profiling.
	if( bFixedPlayerStart )
	{
		RandStart = 0;
	}
	// start at random point to randomize finding "good enough" playerstart
	else
	{
		RandStart = Rand(PlayerStarts.Length);
	}

	for ( i=RandStart; i<PlayerStarts.Length; i++ )
	{
		P = PlayerStarts[i];
		NewRating = RatePlayerStart(P,Team,Player);
		if ( NewRating >= 30 )
		{
			// this PlayerStart is good enough
			return P;
		}
		if ( NewRating > BestRating )
		{
			BestRating = NewRating;
			BestStart = P;
		}
	}
	for ( i=0; i<RandStart; i++ )
	{
		P = PlayerStarts[i];
		NewRating = RatePlayerStart(P,Team,Player);
		if ( NewRating >= 30 )
		{
			// this PlayerStart is good enough
			return P;
		}
		if ( NewRating > BestRating )
		{
			BestRating = NewRating;
			BestStart = P;
		}
	}
	return BestStart;
}

/** RatePlayerStart()
* Return a score representing how desireable a playerstart is.
* @param P is the playerstart being rated
* @param Team is the team of the player choosing the playerstart
* @param Player is the controller choosing the playerstart
* @returns playerstart score
*/
function float RatePlayerStart(PlayerStart P, byte Team, Controller Player)
{
	local float Score, NextDist;
	local Controller OtherPlayer;
	local bool bTwoPlayerGame;

	// Primary starts are more desireable
	Score = P.bPrimaryStart ? 30 : 20;

	if ( (P == LastStartSpot) || (P == LastPlayerStartSpot) )
	{
		// avoid re-using starts
		Score -= 15.0;
	}

	bTwoPlayerGame = ( NumPlayers + NumBots == 2 );

	if (Player != None)
	{
		ForEach WorldInfo.AllControllers(class'Controller', OtherPlayer)
		{
			if ( OtherPlayer.bIsPlayer && (OtherPlayer.Pawn != None) )
			{
				// check if playerstart overlaps this pawn
				if ( (Abs(P.Location.Z - OtherPlayer.Pawn.Location.Z) < P.CylinderComponent.CollisionHeight + OtherPlayer.Pawn.CylinderComponent.CollisionHeight)
					&& (VSize2D(P.Location - OtherPlayer.Pawn.Location) < P.CylinderComponent.CollisionRadius + OtherPlayer.Pawn.CylinderComponent.CollisionRadius) )
				{
					// overlapping - would telefrag
					return -10;
				}

				NextDist = VSize(OtherPlayer.Pawn.Location - P.Location);
				if ( (NextDist < 3000) && !WorldInfo.GRI.OnSameTeam(Player,OtherPlayer) && FastTrace(P.Location, OtherPlayer.Pawn.Location+vect(0,0,1)*OtherPlayer.Pawn.CylinderComponent.CollisionHeight) )
				{
					// avoid starts close to visible enemy
					if ( (OtherPlayer.PlayerReplicationInfo != None) && (UTPlayerReplicationInfo(Player.PlayerReplicationInfo).LastKillerPRI == OtherPlayer.PlayerReplicationInfo) )
					{
						// really avoid guy that killed me last
						Score -= 7;
					}
					Score -= (5 - 0.001*NextDist);
				}
				else if ( (NextDist < 1500) && (OtherPlayer.PlayerReplicationInfo != None) && (UTPlayerReplicationInfo(Player.PlayerReplicationInfo).LastKillerPRI == OtherPlayer.PlayerReplicationInfo) )
				{
					// really avoid guy that killed me last
					Score -= 7;
				}
				else if ( bTwoPlayerGame )
				{
					// in 2 player game, look for any visibility
					Score += FMin(2,0.001*NextDist);
					if ( FastTrace(P.Location, OtherPlayer.Pawn.Location) )
						Score -= 5;
				}
			}
		}
	}
	return FMax(Score, 0.2);
}

// check if all other players are out
function bool CheckMaxLives(PlayerReplicationInfo Scorer)
{
	local Controller C;
	local PlayerReplicationInfo Living;
	local bool bNoneLeft;

	if ( MaxLives > 0 )
	{
		if ( (Scorer != None) && !Scorer.bOutOfLives )
			Living = Scorer;
		bNoneLeft = true;
		foreach WorldInfo.AllControllers(class'Controller', C)
		{
			if ( (C.PlayerReplicationInfo != None) && C.bIsPlayer
				&& !C.PlayerReplicationInfo.bOutOfLives
				&& !C.PlayerReplicationInfo.bOnlySpectator )
			{
				if ( Living == None )
				{
					Living = C.PlayerReplicationInfo;
				}
				else if (C.PlayerReplicationInfo != Living)
				{
					bNoneLeft = false;
				    	break;
				}
			}
		}
		if ( bNoneLeft )
		{
			if ( Living != None )
			{
				EndGame(Living,"LastMan");
			}
			else
			{
				EndGame(Scorer,"LastMan");
			}
			return true;
		}
	}
	return false;
}

function bool CheckTeamSize()
{
	return false;
}

/* CheckScore()
see if this score means the game ends
*/
function bool CheckScore(PlayerReplicationInfo Scorer)
{
	local controller C;

	if ( CheckMaxLives(Scorer) )
	{
		return false;
	}

	if ( Scorer != None )
	{
		if ( bScoreDeaths && (GoalScore > 0) )
		{
			if ( Scorer.Score == GoalScore - 10 )
			{
				if ( !bPlayedTenKills && (GoalScore > 19) )
				{
					GameReplicationInfo.SortPRIArray();
					if ( Scorer == GameReplicationInfo.PRIArray[0] )
					{
						bPlayedTenKills = true;
						BroadcastLocalized(self,class'UTKillsRemainingMessage', 0);
					}
				}
			}
			else if ( Scorer.Score == GoalScore - 5 )
			{
				if ( !bPlayedFiveKills && (GoalScore > 9) )
				{
					GameReplicationInfo.SortPRIArray();
					if ( Scorer == GameReplicationInfo.PRIArray[0] )
					{
						bPlayedFiveKills = true;
						BroadcastLocalized(self,class'UTKillsRemainingMessage', 1);
					}
				}
			}
			else if ( (Scorer.Score == GoalScore - 1) && !bPlayedOneKill )
			{
				GameReplicationInfo.SortPRIArray();
				if ( Scorer == GameReplicationInfo.PRIArray[0] )
				{
					bPlayedOneKill = true;
					BroadcastLocalized(self,class'UTKillsRemainingMessage', 2);
				}
			}
		}
		if ( (GoalScore > 0) && (Scorer.Score >= GoalScore) )
		{
			EndGame(Scorer,"fraglimit");
		}
		else if ( bOverTime )
		{
			// end game only if scorer has highest score
			foreach WorldInfo.AllControllers(class'Controller', C)
			{
				if ( (C.PlayerReplicationInfo != None)
					&& (C.PlayerReplicationInfo != Scorer)
					&& (C.PlayerReplicationInfo.Score >= Scorer.Score) )
				{
					return false;
				}
			}
			EndGame(Scorer,"fraglimit");
		}
	}
	return true;
}

function RegisterVehicle(UTVehicle V)
{
	// add to AI vehicle list
	V.NextVehicle = VehicleList;
	VehicleList = V;
}

/**
ActivateVehicleFactory()
Called by UTVehicleFactory in its PostBeginPlay()
*/
function ActivateVehicleFactory(UTVehicleFactory VF)
{
	local UTGameObjective O, Best;
	local float BestDist, NewDist;

	if ( !bTeamGame )
		VF.bStartNeutral = true;
	if ( VF.bStartNeutral )
	{
		VF.Activate(255);
	}
	else
	{
		ForEach WorldInfo.AllNavigationPoints(class'UTGameObjective',O)
		{
			NewDist = VSize(VF.Location - O.Location);
			if ( (Best == None) || (NewDist < BestDist) )
			{
				Best = O;
				BestDist = NewDist;
			}
		}

		if ( Best != None )
			VF.Activate(Best.DefenderTeamIndex);
		else
			VF.Activate(255);
	}
}


static function int OrderToIndex(int Order)
{
	return Order;
}

function ViewObjective(PlayerController PC)
{
	local int i,Index,Score;
	local Controller C;

	if (WorldInfo.GRI.PRIArray.Length==0)
	{
		return;
	}

	// Prime the score
	Score = -1;
	Index = -1;
	for ( i=0; i<WorldInfo.GRI.PRIArray.Length; i++ )
	{
		if (WorldInfo.GRI.PRIArray[i].Score > Score)
		{
			C = Controller(WorldInfo.GRI.PRIArray[i].Owner);
			if (C!=none && C.Pawn != none)
			{
				Score = WorldInfo.GRI.PRIArray[i].Score;
				Index = i;
			}
		}
	}

	if (Index == -1)
	{
		return;
	}

	if ( Index>=0 && Index<WorldInfo.GRI.PRIArray.Length )
	{
		PC.SetViewTarget( Controller(WorldInfo.GRI.PRIArray[Index].Owner).Pawn );
	}
}

function bool PickupQuery(Pawn Other, class<Inventory> ItemClass, Actor Pickup)
{
	if (bDemoMode)
	{
		if (ItemClass!=class'UTGame.UTWeap_ShockRifle' || ItemClass!=class'UTGame.UTWeap_RocketLauncher')
			return false;
	}

	return Super.PickupQuery(Other, ItemClass, Pickup);
}

function string DecodeEvent(name EventType, int TeamNo, string InstigatorName, string AdditionalName, class<object> AdditionalObj)
{
	local string s;
	if (EventType == 'TeamDeathWhileTyping')
	{
		return AdditionalName@"killed his teammate"@InstigatorName@"while he was typing! ("$AdditionalObj$")";
	}
	else if (EventType == 'DeathWhileTyping')
	{
		return AdditionalName@"killed"@InstigatorName@"while he was typing! ("$AdditionalObj$")";
	}
	else if (EventType == 'TeamDeath')
	{
		return AdditionalName@"killed his teammate"@InstigatorName$" ("$AdditionalObj$")";
	}
	else if (EventType == 'TeamDeath')
	{
		return AdditionalName@"killed"@InstigatorName$" ("$AdditionalObj$")";
	}
	else if (EventType == 'VehicleKill')
	{
		return InstigatorName$"blew up a"@AdditionalObj;
	}
	else if (EventType == 'Connect')
	{
		return InstigatorName$"has joined the game!";
	}
	else if (EventType == 'Reconnect')
	{
		return InstigatorName$"has returned to the game!";
	}
	else if (EventType == 'Disconnect')
	{
		return InstigatorName$"has left the game!";
	}
	else if (EventType == 'MatchBegins')
	{
		return "... The match begins ...";
	}
	else if (EventType == 'NewRound')
	{
		return "... Next Round ...";
	}
	else if (Left(""$EventType,10) ~= "MatchEnded")
	{
		s = ""$EventType;
		return "... Match Ended ("$Right(s,len(s)-10)$") ...";
	}
	else
		return "";
}

function AddMutator(string mutname, optional bool bUserAdded)
{
	if ( InStr(MutName,".")<0 )
	{
		MutName = "UTGame."$MutName;
	}

	Super.AddMutator(mutname, bUserAdded);
}

/**
 * This function allows the server to override any requested teleport attempts from a client
 *
 * @returns 	returns true if the teleport is allowed
 */
function bool AllowClientToTeleport(UTPlayerReplicationInfo ClientPRI, Actor DestinationActor)
{
	return true;
}

/** displays the path to the given base for the given player */
function ShowPathTo(PlayerController P, int TeamNum);

event GetSeamlessTravelActorList(bool bToEntry, out array<Actor> ActorList)
{
	local int i;
	local UTBot B;
	local UTPlayerReplicationInfo PRI;

	// clear some class references on persistent actors to make sure unnecessary content doesn't stay in memory
	for (i = 0; i < GameReplicationInfo.PRIArray.length; i++)
	{
		PRI = UTPlayerReplicationInfo(GameReplicationInfo.PRIArray[i]);
		if (PRI != None)
		{
			PRI.HUDPawnClass = None;
		}
	}
	foreach WorldInfo.AllControllers(class'UTBot', B)
	{
		B.KilledVehicleClass = None;
	}

	Super.GetSeamlessTravelActorList(bToEntry, ActorList);
}

event PostSeamlessTravel()
{
	local UTBot B;
	local int i;
	local UTPlayerReplicationInfo PRI;

	Super.PostSeamlessTravel();

	//@hack: workaround for PRIs getting left around in Campaign for some reason
	if (UTGameReplicationInfo(WorldInfo.GRI) != None && UTGameReplicationInfo(WorldInfo.GRI).bStoryMode)
	{
		foreach WorldInfo.AllControllers(class'UTBot', B)
		{
			if (UTPlayerReplicationInfo(B.PlayerReplicationInfo) != None && UTPlayerReplicationInfo(B.PlayerReplicationInfo).bPrecachedBot)
			{
				B.Destroy();
			}
		}

		for (i = 0; i < WorldInfo.GRI.PRIArray.length; i++)
		{
			PRI = UTPlayerReplicationInfo(WorldInfo.GRI.PRIArray[i]);
			if (PRI != None && PRI.Owner == None)
			{
				PRI.Destroy();
			}
		}
	}
}

event HandleSeamlessTravelPlayer(out Controller C)
{
	local UTBot B;
	local UTPlayerController PC;
	local string BotName;
	local int BotTeamIndex;

	B = UTBot(C);
	if (B != None && UTPlayerReplicationInfo(B.PlayerReplicationInfo) != None && UTPlayerReplicationInfo(B.PlayerReplicationInfo).bPrecachedBot)
	{
		NumBots++; // because Logout() will decrement it
		B.LifeSpan = 0.001; //@hack: so bot doesn't go away until everything has been processed
	}
	else if (B != None && B.Class != BotClass)
	{
		// re-create bot
		BotName = B.PlayerReplicationInfo.PlayerName;
		BotTeamIndex = B.GetTeamNum();
		B.Destroy();
		C = AddBot(BotName, (BotTeamIndex != 255), BotTeamIndex);
	}
	else
	{
		Super.HandleSeamlessTravelPlayer(C);

		// make sure bots get a new squad
		if (B != None && B.Squad == None)
		{
			GetBotTeam().AddToTeam(B);
		}

		PC = UTPlayerController(C);
		if (PC != None)
		{
			PC.ClientSetSpeechRecognitionObject(SpeechRecognitionData);
			// bInitialProcessingComplete might have got lost if we did class replacement
			if (!PC.bInitialProcessingComplete)
			{
				PC.bInitialProcessingComplete = true;
				PC.ClientSetProcessingComplete();
			}
		}
	}

}

/** @return an objective that should be recommended to the given player based on their auto objective settings and the current game state */
function Actor GetAutoObjectiveFor(UTPlayerController PC);

/** @return the first mutator in the mutator list that's a UTMutator */
function UTMutator GetBaseUTMutator()
{
	local Mutator M;
	local UTMutator UTMut;

	for (M = BaseMutator; M != None; M = M.NextMutator)
	{
		UTMut = UTMutator(M);
		if (UTMut != None)
		{
			return UTMut;
		}
	}

	return None;
}

/** parses the given player's recognized speech into bot orders, etc */
function ProcessSpeechRecognition(UTPlayerController Speaker, const out array<SpeechRecognizedWord> Words)
{
	local UTMutator UTMut;

	UTMut = GetBaseUTMutator();
	if (UTMut != None)
	{
		UTMut.ProcessSpeechRecognition(Speaker, Words);
	}
}

function int GetBotSkillLevel()
{
	local UTBot BC;
	local int totalSkill;
	local int num;

	totalSkill=0;
	num=0;

	foreach WorldInfo.AllControllers(class'UTBot',BC)
	{
		totalSkill += BC.Skill;
		num++;
	}

	if (num!=0)
		return totalSkill / num;	// the average bot skill
	else
		return 0;

}

function bool IsMPOrHardBotsGame()
{
// removed per Epic request
//	if (WorldInfo.NetMode != NM_Standalone)
//		return true;
//	if (GetBotSkillLevel() >= 4)
//		return true;

	return true;
}

/**
 * Write player scores used in skill calculations
 */
function WriteOnlinePlayerScores()
{
	local int Index;
	local int Count;
	local UTPlayerController PC;
	local PlayerReplicationInfo PRI;
	local array<OnlinePlayerScore> PlayerScores;
	local float TimeInGame;
	local UniqueNetId ZeroUniqueId;

	// PBD:SR - HACK - remove me later, find the correct place to do this
	foreach WorldInfo.AllControllers(class'UTPlayerController',PC)
	{
		if (PC.bPendingDelete==false)
			PC.SaveProfile();
	}

	if ((SinglePlayerMissionID > INDEX_None) || (WorldInfo.NetMode == NM_Standalone))
	{
		//We don't record single player stats
		return;
	}

	if (OnlineSub != None && OnlineSub.StatsInterface != None)
	{
		// Iterate through the players building their score data
		foreach WorldInfo.AllControllers(class'UTPlayerController',PC)
		{
			PRI = PC.PlayerReplicationInfo;

			// Don't record stats for bots (bots have a zero unique net id)
			// don't record for spectators either (@warning: assumes active players can't become spectators)
			if (PRI != None && !PRI.bOnlySpectator && (PRI.UniqueId != ZeroUniqueId))
			{
				TimeInGame = float(WorldInfo.GRI.ElapsedTime - PRI.StartTime);
				//Game has lasted more than 10 seconds, you've been in at least 30 secs of it or 90% of the elapsed time
				if (WorldInfo.GRI.ElapsedTime > 10 && (TimeInGame >= Min(30.0f, float(WorldInfo.GRI.ElapsedTime) * 0.9f)))
				{
					// Build the skill data for this player
					Count++;
					PlayerScores.Length = Count;
					PlayerScores[Count-1].PlayerId = PRI.UniqueId;
					PlayerScores[Count-1].Score = PRI.Score;
					// Each player is on their own team (rated as individuals)
					PlayerScores[Count-1].TeamId = 255;
				}
			}
		}

		// Iterate through the inactive players building their score data
		for (Index = 0; Index < GameReplicationInfo.InactivePRIArray.Length; Index++)
		{
			// Ignore bots (bots have a zero unique net id) or players in the game less than 30 seconds
			PRI = GameReplicationInfo.InactivePRIArray[Index];
			if (PRI != None && PRI.UniqueId != ZeroUniqueId)
			{
				// Build the skill data for this player
				Count++;
				PlayerScores.Length = Count;
				PlayerScores[Count-1].PlayerId = PRI.UniqueId;
				PlayerScores[Count-1].Score = PRI.Score;
				// Each player is on their own team (rated as individuals)
				PlayerScores[Count-1].TeamId = 255;
			}
		}

		if (PlayerScores.Length > 0)
		{
			// Now write out the scores
			OnlineSub.StatsInterface.WriteOnlinePlayerScores(PlayerScores);
		}
		else
		{
			WarnInternal("There were no playerscores to write out");
		}
	}
}

/**
 * Sorts the scores and assigns relative positions to the players
 *
 * @param PlayerScores the raw scores before sorting and relative position setting
 */
native function SortPlayerScores(out array<OnlinePlayerScore> PlayerScores);

/** @return the index of the current map in the given list (used when starting up a server to start counting at the current map) */
function int GetCurrentMapCycleIndex(const out array<string> MapList)
{
	return MapList.Find(string(WorldInfo.GetPackageName()));
}

/**
 * Returns the next map to play.  If we are in story mode, we need to go back to the map selection menu
 */
function string GetNextMap()
{
	local bool SPResult;
	local string MapName, Options;

	if (SinglePlayerMissionID > INDEX_NONE)
	{
		// TODO Add code to determine a win or loss

		SPResult = GetSinglePlayerResult();
		return "UTM-MissionSelection?SPI="$SinglePlayerMissionID$"?SPResult="$int(SPResult)$"?Difficulty="$GameDifficulty;
	}
	else
	{
		// Let the vote-collector/maplist-manager set the map name and default options
		if (VoteCollector != none)
		{
			Options = VoteCollector.AddDefaultOptions(ServerOptions);
			MapName = VoteCollector.GetWinningMap();
		}

		if (MapListManager != none)
		{
			if (MapName == "" || MapListManager.bOverrideNextMap)
				MapName = MapListManager.GetNextMap();

			// If the vote collector has not already set default options, then pass in ServerOptions instead
			if (Options == "")
				Options = MapListManager.AddDefaultOptions(ServerOptions);
			else
				Options = MapListManager.AddDefaultOptions(Options);
		}

		// Now let the same classes modify the new default options, e.g. to remove excluded mutators etc.
		if (MapListManager != none)
			MapListManager.ModifyOptions(Options);

		if (VoteCollector != none)
			VoteCollector.ModifyOptions(Options);
	}


	if (!bAdminModifiedOptions)
		SaveConfig();


	// Notify the maplist manager of the map change, so it can update the map playcount info etc.
	if (MapListManager != none)
		MapListManager.NotifyMapChange(MapName);


	if (MapName != "")
		return MapName$Options;

	return "";
}

function ProcessServerTravel(string URL, optional bool bAbsolute)
{
	local Controller C;

	if (!IsInState('MatchOver'))
	{
		foreach WorldInfo.AllControllers(class'Controller', C)
		{
			C.GameHasEnded();
		}
		GotoState('MatchOver');
	}

	Super.ProcessServerTravel(URL, bAbsolute);

	// on dedicated servers, add a delay to the travel process to give clients a little more time to construct any meshes
	// since that process will get cut off when the server completely finishes travelling
	if (WorldInfo.NetMode == NM_DedicatedServer && WorldInfo.IsInSeamlessTravel())
	{
		WorldInfo.SetSeamlessTravelMidpointPause(true);
		SetTimer(7.0, false, 'ContinueSeamlessTravel');
	}
}

/**
 * Called from the WorldInfo when travelling fails
 */
function TravelFailed(string TravelURL, string Error, optional string ErrorCode)
{
	if (MapListManager != none)
		MapListManager.NotifyTravelFailed(TravelURL, Error, ErrorCode);
}


function ContinueSeamlessTravel()
{
	WorldInfo.SetSeamlessTravelMidpointPause(false);
}

/**
 * @Retuns the results of the match.
 */
function bool GetSinglePlayerResult()
{
	local UTPlayerController PC;
	foreach WorldInfo.AllControllers(class'UTPlayerController', PC)
	{
		if ( PC != none && LocalPlayer(PC.Player) != none )
		{
			return IsAWinner(PC);
		}
	}

	// Default to a winner
	return true;
}

/**
 * @Returns a string that describes how to win the match
 *
 */
static function string GetEndOfMatchRules(int InGoalScore, int InTimeLimit)
{
	local string Work;
	if ( InGoalScore > 0 )
	{
		Work = (InGoalScore == 1) ? default.EndOfMatchRulesTemplateStr_ScoringSingle : default.EndOfMatchRulesTemplateStr_Scoring;
	}
	else
	{
		Work = default.EndOfMatchRulesTemplateStr_Time;
	}

	Work = Repl(Work,"`g",string(InGoalScore));
	Work = Repl(Work,"`t",string(InTimeLimit));

	return Work;
}

/**
 * Returns through outparameters what location message to play
 * Returns true if it returned message information
 */
function bool GetLocationFor(Pawn StatusPawn, out Actor LocationObject, out int MessageIndex, int LocationSpeechOffset)
{
	local UTPickupFactory F;
	local UTGameObjective Best, O;
	local float NewDistSq, BestDistSq;
	local UTBot B;

	// see if it's a bot heading for an objective or a power up
	B = UTBot(StatusPawn.Controller);
	if ( B != None )
	{
		O = (B.Squad != None) ? B.Squad.SquadObjective : UTGameObjective(B.SquadRouteGoal);
		if ( O == None )
		{
			O = UTGameObjective(B.RouteGoal);
		}
		if ( O != None )
		{
			if ( O.bHasLocationSpeech )
			{
				MessageIndex = O.GetLocationMessageIndex(B, StatusPawn);
				LocationObject = O;
				return true;
			}
		}
		else
		{
			F = UTPickupFactory(StatusPawn.Controller.RouteGoal);
			if ( (F != None) && F.bHasLocationSpeech )
			{
				MessageIndex = 0;
				LocationObject = F;
				return true;
			}
		}
	}

	// try to find nearby objective
	ForEach WorldInfo.AllNavigationPoints(class'UTGameObjective', O)
	{
		if ( O.bHasLocationSpeech )
		{
			if ( LocationSpeechOffset >= O.LocationSpeech.Length )
			{
				return false;
			}
			NewDistSq = VSizeSq(StatusPawn.Location - O.Location);
			if ( (Best == None) || (NewDistSq < BestDistSq) )
			{
				Best = O;
				BestDistSq = NewDistSq;
			}
		}
	}
	if ( Best != None )
	{
		MessageIndex = Best.GetLocationMessageIndex(B, StatusPawn);
		LocationObject = Best;
		return true;
	}

	MessageIndex = 10;
	return true;
}

function bool GetTravelType()
{
	return SinglePlayerMissionID > INDEX_NONE;
}

/**
 * AllowCheats - Allow cheating in single player games and coop games.
 */
function bool AllowCheats(PlayerController P)
{
	return ( (WorldInfo.NetMode == NM_Standalone) || ((SinglePlayerMissionID != INDEX_NONE) && (WorldInfo.NetMode == NM_ListenServer)) );
}

function SkipCinematics(PlayerController PC)
{
	local Sequence GameSequence;
	local array<SequenceObject> SkipEvents;
	local int i;

	LogInternal("### SkipCinematics"@Role@WorldInfo.GRI.bMatchHAsBegun@SinglePlayerMissionID);

	// on host, check if should skip tutorial
	if ( Role == ROLE_Authority && WorldInfo.GRI.bMatchHasBegun && SinglePlayerMissionID != INDEX_NONE )
	{
		GameSequence = WorldInfo.GetGameSequence();
		if (GameSequence != None)
		{
			GameSequence.FindSeqObjectsByClass(class'UTSeqEvent_SkipCinematic', true, SkipEvents);
			for (i = 0; i < SkipEvents.length; i++)
			{
				if ( UTSeqEvent_SkipCinematic(SkipEvents[i]).bEnabled &&
					UTSeqEvent_SkipCinematic(SkipEvents[i]).CheckActivate(self, self) )
				{
					return;
				}
			}
		}
	}
}

static function RemoveOption( out string Options, string InKey )
{
	local int Start;
	local string LeftString, RightString, CapOptions;

	InKey = caps(InKey);
	CapOptions= caps(Options);
	Start = InStr(CapOptions, "?"$InKey$"=");

	// Some options are in the format '?Key' instead of '?Key=Value' (e.g. ?listen)
	if (Start == INDEX_None)
	{
		Start = InStr(CapOptions, "?"$InKey$"?");

		if (Start == INDEX_None)
		{
			if (Right(CapOptions, Len(InKey)) ~= InKey)
				Options = Left(Options, Len(Options) - (Len(InKey) + 1));
		}
		else
		{
			Options = Left(Options, Start)$Mid(Options, Start+Len(InKey)+1);
		}
	}
	else
	{
		LeftString = Left(Options, Start);
		RightString = Mid(Options, Start + Len(InKey) + 2);
		Start = InStr(RightString, "?");

		if (Start != INDEX_None)
			RightString = Mid(RightString, Start);
		else
			RightString = "";

		Options = LeftString$RightString;
	}

	LogInternal("Cut down URL "$Options);
}

/**
 * Used to update any changes in game settings that need to be published to
 * players that are searching for games
 */
function UpdateGameSettings()
{
	local string MapName;
	local string GameTypeName;

	if (GameSettings != None && GameInterface != None)
	{
		MapName = WorldInfo.GetMapName(true);
		GameTypeName = PathName(WorldInfo.GetGameClass());

		GameSettings.SetPropertyFromStringByName('CustomMapName',MapName);
		GameSettings.SetPropertyFromStringByName('CustomGameMode',GameTypeName);

		// Is this game still pure?
		GameSettings.SetStringSettingValue(class'UTGameSearchCommon'.const.CONTEXT_PURESERVER,
			IsPureGame() ? class'UTGameSearchCommon'.const.CONTEXT_PURESERVER_YES : class'UTGameSearchCommon'.const.CONTEXT_PURESERVER_NO,
			false);

		// make sure we advertise that we're locked if a password is required to login
		GameSettings.SetStringSettingValue(class'UTGameSearchCommon'.const.CONTEXT_LOCKEDSERVER,
			RequiresPassword() ? class'UTGameSearchCommon'.const.CONTEXT_LOCKEDSERVER_YES : class'UTGameSearchCommon'.const.CONTEXT_LOCKEDSERVER_NO,
			false);


		// admins can do pretty much anything with the URL so we need to reparse the whole thing

		// UPDATE: Always reapply the game mode value regardless of settings class, otherwise it will not always get set after transitioning gametypes
		//	e.g. First game CTF, second game DM (value updated), third game CTF (value remains at DM, as settings class is the same)
		/*
		if (OnlineGameSettingsClass != GameSettings.Class)
		{
			//@hack: copy some stuff that is specific to the class
			// should really be re-creating the GameSettings object here but that is non-trivial
			GameSettings.LocalizedSettings[0] = OnlineGameSettingsClass.default.LocalizedSettings[0];
		}
		*/

		GameSettings.LocalizedSettings[0] = OnlineGameSettingsClass.default.LocalizedSettings[0];

		RemoveOption(ServerOptions, "GameMode");
		RemoveOption(ServerOptions, "OwningPlayerName");
		GameSettings.UpdateFromURL(ServerOptions, self);

		GameInterface.UpdateOnlineGame(GameSettings);
	}
}

function RegisterServer()
{
	RemoveOption(ServerOptions, "GameMode");
	super.RegisterServer();
}

defaultproperties
{
   bExportMenuData=True
   bWeaponStay=True
   bWaitForNetPlayers=True
   bAllowMapVoting=True
   bMidGameMapVoting=True
   bShouldPostRenderEnemyPawns=True
   Acronym="???"
   EndTimeDelay=4.000000
   BotRatio=1.000000
   NetWait=15
   ClientProcessingTimeout=30
   MinNetPlayers=1
   RestartWait=55
   SpawnProtectionTime=2.000000
   LateEntryLives=1
   CountDown=4
   EndMessageWait=1
   DefaultInventory(0)=Class'UTGame.UTWeap_Enforcer'
   DefaultInventory(1)=Class'UTGame.UTWeap_ImpactHammer'
   VictoryMessageClass=Class'UTGame.UTVictoryMessage'
   DefaultMapPrefixes(0)=(Prefix="DM",GameType="UTGame.UTDeathmatch",AdditionalGameTypes=("UTGame.UTTeamGame","UTGame.UTDuelGame"))
   DefaultMapPrefixes(1)=(Prefix="CTF",GameType="UTGameContent.UTCTFGame_Content")
   DefaultMapPrefixes(2)=(Prefix="WAR",GameType="UTGameContent.UTOnslaughtGame_Content")
   DefaultMapPrefixes(3)=(Prefix="VCTF",GameType="UTGameContent.UTVehicleCTFGame_Content")
   DefaultMapPrefixes(4)=(Prefix="DG",GameType="UTGame.DemoGame")
   DefaultMapPrefixes(5)=(Prefix="UTM",GameType="UTGame.UTMissionSelectionGame")
   DefaultMapPrefixes(6)=(Prefix="UTCIN",GameType="UTGame.UTCinematicGame")
   ConsolePlayerControllerClass=Class'UTGame.UTConsolePlayerController'
   BotClass=Class'UTGame.UTBot'
   GameSpecificMapCycles(0)=(GameClassName="UTOnslaughtGame_Content",Maps=("WAR-Downtown","WAR-SinkHole","WAR-Dusk","WAR-Islander","WAR-Avalanche","WAR-MarketDistrict","WAR-OnyxCoast","WAR-Powersurge","WAR-Serenity","WAR-FloodGate","WAR-Torlan"))
   GameSpecificMapCycles(1)=(GameClassName="UTBetrayalGame",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Deimos","DM-Diesel","DM-Gateway","DM-HeatRay","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
   GameSpecificMapCycles(2)=(GameClassName="UTCTFGame_Content",Maps=("CTF-Coret","CTF-Hydrosis","CTF-Reflection","CTF-Vertebrae","CTF-OmicronDawn","CTF-Strident"))
   GameSpecificMapCycles(3)=(GameClassName="UTVehicleCTFGame_Content",Maps=("VCTF-Containment","VCTF-Corruption","VCTF-Necropolis","VCTF-Suspense","VCTF-SandStorm","VCTF-Kargo"))
   GameSpecificMapCycles(4)=(GameClassName="UTDuelGame",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Diesel","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
   GameSpecificMapCycles(5)=(GameClassName="UTGreedGame_Content",Maps=("CTF-Coret","CTF-Hydrosis","CTF-Reflection","CTF-Vertebrae","CTF-OmicronDawn","CTF-Strident","VCTF-Corruption","VCTF-Necropolis","VCTF-Suspense"))
   GameSpecificMapCycles(6)=(GameClassName="UTDeathmatch",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Deimos","DM-Diesel","DM-Gateway","DM-HeatRay","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
   GameSpecificMapCycles(7)=(GameClassName="UTTeamGame",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Deimos","DM-Diesel","DM-Gateway","DM-HeatRay","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
   ActiveBots(0)=(BotName="Wraith")
   ActiveBots(1)=(BotName="Johnson")
   ActiveBots(2)=(BotName="Kai")
   VoteDuration=45
   MapVotePercentage=51
   MinMapVotes=2
   InitialVoteDelay=30
   MidGameMenuTemplate=UTUIScene_MidGameMenu'UI_InGameHud.Menus.MidGameMenu'
   SpeechRecognitionData=SpeechRecognition'SpeechRecognition.Alphabet'
   LastEncouragementTime=-20.000000
   MidgameScorePanelTag="DMPanel"
   MaxCustomChars=12
   MapContexts(0)=(MapName="CTF-Coret",MapContextId=1,bIsValidAchievementMap=True)
   MapContexts(1)=(MapName="CTF-Hydrosis",MapContextId=2,bIsValidAchievementMap=True)
   MapContexts(2)=(MapName="CTF-OmicronDawn",MapContextId=3,bIsValidAchievementMap=True)
   MapContexts(3)=(MapName="CTF-Reflection",MapContextId=4,bIsValidAchievementMap=True)
   MapContexts(4)=(MapName="CTF-Strident",MapContextId=5,bIsValidAchievementMap=True)
   MapContexts(5)=(MapName="CTF-Vertebrae",MapContextId=6,bIsValidAchievementMap=True)
   MapContexts(6)=(MapName="DM-Arsenal",MapContextId=7,bIsValidAchievementMap=True)
   MapContexts(7)=(MapName="DM-Biohazard",MapContextId=8,bIsValidAchievementMap=True)
   MapContexts(8)=(MapName="DM-Carbonfire",MapContextId=9,bIsValidAchievementMap=True)
   MapContexts(9)=(MapName="DM-Deck",MapContextId=10,bIsValidAchievementMap=True)
   MapContexts(10)=(MapName="DM-Defiance",MapContextId=11,bIsValidAchievementMap=True)
   MapContexts(11)=(MapName="DM-Deimos",MapContextId=12,bIsValidAchievementMap=True)
   MapContexts(12)=(MapName="DM-Diesel",MapContextId=13,bIsValidAchievementMap=True)
   MapContexts(13)=(MapName="DM-Fearless",MapContextId=14,bIsValidAchievementMap=True)
   MapContexts(14)=(MapName="DM-Gateway",MapContextId=15,bIsValidAchievementMap=True)
   MapContexts(15)=(MapName="DM-Heatray",MapContextId=16,bIsValidAchievementMap=True)
   MapContexts(16)=(MapName="DM-RisingSun",MapContextId=17,bIsValidAchievementMap=True)
   MapContexts(17)=(MapName="DM-Sanctuary",MapContextId=18,bIsValidAchievementMap=True)
   MapContexts(18)=(MapName="DM-Sentinel",MapContextId=19,bIsValidAchievementMap=True)
   MapContexts(19)=(MapName="DM-Shangrila",MapContextId=20,bIsValidAchievementMap=True)
   MapContexts(20)=(MapName="VCTF-Containment",MapContextId=21,bIsValidAchievementMap=True)
   MapContexts(21)=(MapName="VCTF-Containment_SP",MapContextId=22)
   MapContexts(22)=(MapName="VCTF-Corruption",MapContextId=23,bIsValidAchievementMap=True)
   MapContexts(23)=(MapName="VCTF-Kargo",MapContextId=24,bIsValidAchievementMap=True)
   MapContexts(24)=(MapName="VCTF-Necropolis",MapContextId=25,bIsValidAchievementMap=True)
   MapContexts(25)=(MapName="VCTF-Sandstorm",MapContextId=26,bIsValidAchievementMap=True)
   MapContexts(26)=(MapName="VCTF-Suspense",MapContextId=27,bIsValidAchievementMap=True)
   MapContexts(27)=(MapName="WAR-Avalanche",MapContextId=28,bIsValidAchievementMap=True)
   MapContexts(28)=(MapName="WAR-Downtown",MapContextId=29,bIsValidAchievementMap=True)
   MapContexts(29)=(MapName="WAR-Dusk",MapContextId=30,bIsValidAchievementMap=True)
   MapContexts(30)=(MapName="WAR-Floodgate",MapContextId=31,bIsValidAchievementMap=True)
   MapContexts(31)=(MapName="WAR-Islander",MapContextId=32,bIsValidAchievementMap=True)
   MapContexts(32)=(MapName="WAR-Islander_Necris",MapContextId=33,bIsValidAchievementMap=True)
   MapContexts(33)=(MapName="WAR-MarketDistrict",MapContextId=34,bIsValidAchievementMap=True)
   MapContexts(34)=(MapName="WAR-OnyxCoast",MapContextId=35,bIsValidAchievementMap=True)
   MapContexts(35)=(MapName="WAR-PowerSurge",MapContextId=36,bIsValidAchievementMap=True)
   MapContexts(36)=(MapName="WAR-Serenity",MapContextId=37,bIsValidAchievementMap=True)
   MapContexts(37)=(MapName="WAR-Serenity_Necris",MapContextId=38,bIsValidAchievementMap=True)
   MapContexts(38)=(MapName="WAR-Sinkhole",MapContextId=39,bIsValidAchievementMap=True)
   MapContexts(39)=(MapName="WAR-TankCrossing",MapContextId=40,bIsValidAchievementMap=True)
   MapContexts(40)=(MapName="WAR-Torlan",MapContextId=41,bIsValidAchievementMap=True)
   MapContexts(41)=(MapName="WAR-Torlan_Leviathan",MapContextId=42)
   MapContexts(42)=(MapName="WAR-Torlan_Necris",MapContextId=43,bIsValidAchievementMap=True)
   MapContexts(43)=(MapName="UTM-MissionSelection",MapContextId=44)
   MapContexts(44)=(MapName="DM-KBarge",MapContextId=45,bIsValidAchievementMap=True)
   MapContexts(45)=(MapName="DM-Morbias",MapContextId=46,bIsValidAchievementMap=True)
   MapContexts(46)=(MapName="CTF-FacingWorlds",MapContextId=47,bIsValidAchievementMap=True)
   MapContexts(47)=(MapName="CTF-Searchlight",MapContextId=48,bIsValidAchievementMap=True)
   MapContexts(48)=(MapName="VCTF-Rails",MapContextId=49,bIsValidAchievementMap=True)
   MapContexts(49)=(MapName="VCTF-Suspense_Necris",MapContextId=50,bIsValidAchievementMap=True)
   MapContexts(50)=(MapName="WAR-ColdHarbor",MapContextId=51,bIsValidAchievementMap=True)
   MapContexts(51)=(MapName="WAR-Downtown_Necris",MapContextId=52,bIsValidAchievementMap=True)
   MapContexts(52)=(MapName="CTF-LostCause",MapContextId=53,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(53)=(MapName="CTF-Morbid",MapContextId=54,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(54)=(MapName="CTF-Nanoblack",MapContextId=55,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(55)=(MapName="CTF-Shaft",MapContextId=56,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(56)=(MapName="DM-DarkMatch",MapContextId=57,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(57)=(MapName="DM-OceanRelic",MapContextId=58,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(58)=(MapName="DM-EdenInc",MapContextId=59,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(59)=(MapName="DM-Turbine",MapContextId=60,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(60)=(MapName="vCTF-Stranded",MapContextId=61,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(61)=(MapName="WAR-Confrontation",MapContextId=62,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(62)=(MapName="WAR-Hostile",MapContextId=63,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   WebServerClassName="UWeb.WebServer"
   DMBeaconMaxDist=2000.000000
   bRestartLevel=False
   bPauseable=False
   bLoggingGame=True
   bUseSeamlessTravel=True
   bRequiresPushToTalk=True
   DefaultPawnClass=Class'UTGame.UTPawn'
   HUDType=Class'UTGame.UTHUD'
   MaxPlayersAllowed=64
   GoalScore=25
   TimeLimit=20
   DeathMessageClass=Class'UTGame.UTDeathMessage'
   PlayerControllerClass=Class'UTGame.UTPlayerController'
   PlayerReplicationInfoClass=Class'UTGame.UTPlayerReplicationInfo'
   GameReplicationInfoClass=Class'UTGame.UTGameReplicationInfo'
   Name="Default__UTGame"
   ObjectArchetype=GameInfo'Engine.Default__GameInfo'
}

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Class file time: tr 31-1-2018 17:18:20.000 - Creation time: sk 18-3-2018 10:01:20.924 - Created with UnCodeX