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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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