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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTOnslaughtPRI extends UTPlayerReplicationInfo; var bool bPendingMapDisplay; var float PendingHealBonus; //node healing score bonus that hasn't yet been added to Score var float PendingDamageBonus; //node damaging score bonus that hasn't yet been added to Score // returns the powecore/node the player is currently standing on or in the node teleport trigger radius of, // if that core/node is currently constructed for the same team as the player simulated function UTOnslaughtObjective GetCurrentNode() { local UTOnslaughtObjective Core; local Pawn P; P = Controller(Owner).Pawn; if (P != None) { if (P.Base != None) { Core = UTOnslaughtObjective(P.Base); if (Core == None) { Core = UTOnslaughtObjective(P.Base.Owner); } } if (Core == None) { foreach P.OverlappingActors(class'UTOnslaughtObjective', Core, P.VehicleCheckRadius) { break; } } } if (Core != None && Core.IsActive() && Core.DefenderTeamIndex == Team.TeamIndex) { return Core; } else { return None; } } //scoring bonus for healing powernodes //we wait until the healing bonus >= 1 point before adding to score to minimize ScoreEvent() calls function AddHealBonus(float Bonus) { PendingHealBonus += Bonus; if (PendingHealBonus >= 1.f) { Score += 1; PendingHealBonus -= 1.0; IncrementNodeStat('NODE_HEALEDNODE'); } } //scoring bonus for damaging powernodes function AddDamageBonus(float Bonus) { PendingDamageBonus += Bonus; if (PendingDamageBonus >= 1.f) { Score += 1; PendingDamageBonus -= 1.0; } } defaultproperties { Name="Default__UTOnslaughtPRI" ObjectArchetype=UTPlayerReplicationInfo'UTGame.Default__UTPlayerReplicationInfo' } |
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