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UTGame.UTSeqEvent_GameEnded


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

class UTSeqEvent_GameEnded extends SequenceEvent;

/** The winner of the game. In Deathmatch, the player with the final kill; in other gametypes, the home base of the winning team */
var Actor Winner;
/** the "real" winner of the game - the actual player that won in FFA games or the TeamInfo of the team that won in a team game
 * yes, this variable name is bad - that's what happens when you have to fix up bad design afterwards ;)
 */
var Actor ActualWinner;

event Activated()
{
	local UTGame Game;

	Game = UTGame(GetWorldInfo().Game);
	if (Game != None)
	{
		Winner = Game.EndGameFocus;
		ActualWinner = Game.GameReplicationInfo.Winner;
		if (PlayerReplicationInfo(ActualWinner) != None)
		{
			// controllers are better for Kismet handling
			ActualWinner = Controller(ActualWinner.Owner);
		}
	}
}

defaultproperties
{
   bPlayerOnly=False
   VariableLinks(0)=(LinkDesc="Focus Actor",PropertyName="Winner")
   VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Winning Player/Team",PropertyName="ActualWinner",bWriteable=True,MinVars=1,MaxVars=255)
   ObjClassVersion=2
   ObjName="Game Ended"
   Name="Default__UTSeqEvent_GameEnded"
   ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent'
}

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Class file time: tr 31-1-2018 17:18:38.000 - Creation time: sk 18-3-2018 10:01:25.026 - Created with UnCodeX