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UTGame.UTMissionGRI

Extends
UTGameReplicationInfo
Modifiers
native

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.ReplicationInfo
         |   
         +-- Engine.GameReplicationInfo
            |   
            +-- UTGame.UTGameReplicationInfo
               |   
               +-- UTGame.UTMissionGRI

Constants Summary
MAXMISSIONS=5

Variables Summary
array<EMissionInformation>AvailMissionList
boolbBonesUpToDate
BoneMaskDataBoneMask
boolbPlayingBinkMovie
UTUIScene_CMissionBriefingBriefingScene
stringBriefingSceneTemplate
boolbShowCredits
boolbWasPlayingBinkMovie
intClientMissionTagCount
TagListWrapperClientMissionTagList
stringCreditsSceneRef
EMenuStateCurrentMenuState
intCurrentMissionID
array<UTSeqObj_SPMission>FullMissionList
nameGameModifierCard
array<UTSPGlobe>Globes
intHostChapterMask
UTMissionSelectionPRIHostPRI
intLastMissionID
ESinglePlayerMissionResultLastMissionResult
StaticMeshMapPointSFXTemplate
UTMissionInfoMissionData
stringMissionInfoClassName
stringMovieThatIsPlaying
MissionRepDataPendingMissionInfo
intPlayBinkMission
StaticMeshPrevMapPointSFXTemplate
StaticMeshSelectedMapPointSFXTemplate
UTUIScene_CMissionSelectionSelectionScene
stringSelectionSceneTemplate
Inherited Variables from UTGame.UTGameReplicationInfo
bAllowKeyboardAndMouse, bAlwaysLoadCustomCharacters, bAnnouncementsDisabled, bConsoleServer, bForceDefaultCharacter, bHeroesAllowed, BotDifficulty, bProcessedInitialCharacters, bRequireReady, bShowMenuOnDeath, bShowMOTD, bStoryMode, bWarmupRound, CharStatus, CurrentMidGameMenu, FlagState[2], IsPlayersVsBots, LastUsedMidgameTab, LocalPCsLeftToProcess, MapVoteTimeRemaining, MinNetPlayers, ModClientSettingsScene, MutatorList, RulesString, ScoreboardScene, SinglePlayerBotNames[4], SinglePlayerMissionID, StartCreateCharTime, TotalPlayersSetToProcess, VehicleWeaponEffects, VoteRoundTimeCounter, VoteRoundTimeModified, VoteRoundTimeRemaining, WeaponBerserk, WeaponOverlays
Inherited Variables from Engine.GameReplicationInfo
AdminEmail, AdminName, bIsArbitrated, bMatchHasBegun, bMatchIsOver, bNeedsOnlineCleanup, bStopCountDown, bTrackStats, CurrentGameData, ElapsedTime, GameClass, GoalScore, InactivePRIArray, MatchID, MaxLives, MessageOfTheDay, PRIArray, RemainingMinute, RemainingTime, SecondCount, ServerName, ServerRegion, ShortName, Teams, TimeLimit, Winner

Enumerations Summary
EMenuState
EMS_None, EMS_Selection, EMS_Brief, EMS_Launch,
Inherited Enumerations from UTGame.UTGameReplicationInfo
EFlagState

Structures Summary
BoneMaskData
A, B
MissionRepData
PendingMissionID, PendingMenuState
TagListWrapper
Data[MAXMISSIONS]
Inherited Structures from UTGame.UTGameReplicationInfo
CreateCharStatus, MeshEffect

Delegates Summary
delegate OnBinkMovieFinished ()

Functions Summary
function AddAvailableMission (EMissionInformation NewMission))
functionbool AttemptStateChange ()))
MenuStateChanged
function BeginState (name PrevStateName))
MenuStateChanged
function ChangeMenuState (EMenuState NewState))
function ChangeMission (int NewMissionID))
function ClientShowCredits ()))
function ClientSyncMissions ()))
function FillMissionList ()
functionbool FindGlobe (name GlobeTag, out UTSPGlobe OutGlobe))
functionbool GetCurrentMission (out EMissionInformation Mission))
functionUTSeqObj_SPMission GetCurrentMissionObj ()))
functionbool GetMission (int MissionID, out EMissionInformation Mission))
functionUTSeqObj_SPMission GetMissionObj (int MissionID))
functionstring GetMissionStyleName (EMissionStyle MissionStyle))
function PlayBinkMovie (string MovieToPlay)
function PostBeginPlay ()))
function ReplicatedEvent (name VarName))
function SetChapterMask ()))
function SetModifierCard (name Card))
function SetupBoneIndicators ()))
function ShowCredits ()))
function StopBinkMovie ()
function TryAgain ()))
MenuStateChanged
Inherited Functions from UTGame.UTGameReplicationInfo
AddGameRule, AddPRI, AssignSinglePlayerCharacters, CanChangeTeam, Destroyed, DisplayMOTD, FindExistingMeshForFamily, FinishCharMerge, FlagIsDown, FlagIsHeldEnemy, FlagIsHeldFriendly, FlagIsHome, FlagsAreHome, IsNecrisTeam, IsProcessingCharacterData, MidGameMenuClosed, MidMenuMenu, OpenUIScene, PopulateMidGameMenu, PostBeginPlay, PreventPause, ProcessCharacterData, ReplicatedEvent, ResetCharMerge, SendCharacterProcessingNotification, SetFlagDown, SetFlagHeldEnemy, SetFlagHeldFriendly, SetFlagHome, SetHudShowScores, SetNoStreamWorldTextureForFrames, SetVoteRoundTimeRemaining, ShowMidGameMenu, ShowScores, SkipAllProcessing, StartProcessingCharacterData, TickCharacterMeshCreation, Timer, ToggleViewingMap
Inherited Functions from Engine.GameReplicationInfo
AddPRI, CleanupGameDataStore, Destroyed, EndGame, FindPlayerByID, GetOnlineGameInterface, GetPRIArray, InitializeGameDataStore, InOrder, IsCoopMultiplayerGame, IsMultiplayerGame, OnDestroyOnlineGameComplete, OnlineSession_EndMatch, OnlineSession_EndSession, OnlineSession_StartMatch, OnSameTeam, PostBeginPlay, PreventPause, RemovePRI, ReplicatedEvent, Reset, SetTeam, SortPRIArray, StartMatch, Timer

States Summary
MenuStateChanged Source code
state MenuStateChanged
/** * We might not have all of the needed data replicated when we get the * first menu state change. So we use a state to wait for all the information * and then perform the action */
AttemptStateChange, BeginState, TryAgain


Constants Detail

MAXMISSIONS Source code

const MAXMISSIONS = 5;
This list will hold the mission tags of all available missions on the client. When it gets replicated, the client will clear their AvailMissionList and rebuild it using this list.


Variables Detail

AvailMissionList Source code

var transient array<EMissionInformation> AvailMissionList;
These are missions that are currently available to the Player

bBonesUpToDate Source code

var bool bBonesUpToDate;

BoneMask Source code

var repnotify BoneMaskData BoneMask;

bPlayingBinkMovie Source code

var bool bPlayingBinkMovie;
If this is true, we are playing a bink movie

BriefingScene Source code

var transient UTUIScene_CMissionBriefing BriefingScene;

BriefingSceneTemplate Source code

var string BriefingSceneTemplate;

bShowCredits Source code

var repnotify bool bShowCredits;

bWasPlayingBinkMovie Source code

var bool bWasPlayingBinkMovie;

ClientMissionTagCount Source code

var int ClientMissionTagCount;

ClientMissionTagList Source code

var repnotify TagListWrapper ClientMissionTagList;

CreditsSceneRef Source code

var string CreditsSceneRef;

CurrentMenuState Source code

var EMenuState CurrentMenuState;

CurrentMissionID Source code

var int CurrentMissionID;
The Current Mission ID

FullMissionList Source code

var array<UTSeqObj_SPMission> FullMissionList;
The full mission list

GameModifierCard Source code

var repnotify name GameModifierCard;

Globes Source code

var array<UTSPGlobe> Globes;

HostChapterMask Source code

var repnotify int HostChapterMask;

HostPRI Source code

var UTMissionSelectionPRI HostPRI;

LastMissionID Source code

var int LastMissionID;
The ID of the last mission

LastMissionResult Source code

var ESinglePlayerMissionResult LastMissionResult;
Holds the result of the previous mission

MapPointSFXTemplate Source code

var StaticMesh MapPointSFXTemplate;

MissionData Source code

var transient UTMissionInfo MissionData;

MissionInfoClassName Source code

var string MissionInfoClassName;

MovieThatIsPlaying Source code

var string MovieThatIsPlaying;

PendingMissionInfo Source code

var repnotify MissionRepData PendingMissionInfo;

PlayBinkMission Source code

var repnotify int PlayBinkMission;
Holds the mission tag of a bink movie to play

PrevMapPointSFXTemplate Source code

var StaticMesh PrevMapPointSFXTemplate;

SelectedMapPointSFXTemplate Source code

var StaticMesh SelectedMapPointSFXTemplate;

SelectionScene Source code

var transient UTUIScene_CMissionSelection SelectionScene;

SelectionSceneTemplate Source code

var string SelectionSceneTemplate;
Scene information


Enumerations Detail

EMenuState Source code

enum EMenuState
{
EMS_None, EMS_Selection, EMS_Brief, EMS_Launch,
};


Structures Detail

BoneMaskData Source code

struct BoneMaskData
{
var int A;
var int B;
};


MissionRepData Source code

struct MissionRepData
{
var EMenuState PendingMenuState;
var int PendingMissionID;
};
We bundle these to insure they are replicated together

TagListWrapper Source code

struct TagListWrapper
{
var int Data[MAXMISSIONS];
};
We replicate the Tag list as a struct to avoid repnotify on each element


Delegates Detail

OnBinkMovieFinished Source code

delegate OnBinkMovieFinished ( )
If assigned, this delegate will be called when the movie has been completed


Functions Detail

AddAvailableMission Source code

simulated function AddAvailableMission ( EMissionInformation NewMission) )
Adds a mission to the available Mission List

AttemptStateChange MenuStateChanged Source code

simulated function bool AttemptStateChange ( ) )

BeginState MenuStateChanged Source code

simulated function BeginState ( name PrevStateName) )

ChangeMenuState Source code

simulated function ChangeMenuState ( EMenuState NewState) )
We need a different menu

ChangeMission Source code

simulated function ChangeMission ( int NewMissionID) )
Note, until the menu scene is activated, this will be unused

ClientShowCredits Source code

simulated function ClientShowCredits ( ) )

ClientSyncMissions Source code

simulated function ClientSyncMissions ( ) )
This function will take the data replicated from the server and fill out the available missions array.

FillMissionList Source code

native function FillMissionList ( )
Bink Movie Support

FindGlobe Source code

simulated function bool FindGlobe ( name GlobeTag, out UTSPGlobe OutGlobe) )
@Returns a globe

GetCurrentMission Source code

simulated function bool GetCurrentMission ( out EMissionInformation Mission) )

GetCurrentMissionObj Source code

simulated function UTSeqObj_SPMission GetCurrentMissionObj ( ) )
@Returns the current mission

GetMission Source code

simulated function bool GetMission ( int MissionID, out EMissionInformation Mission) )
@Returns a mission associated with a tag

GetMissionObj Source code

simulated function UTSeqObj_SPMission GetMissionObj ( int MissionID) )
Given a mission index, look up the mission
@param MissionTag Name of the mission to get

GetMissionStyleName Source code

simulated function string GetMissionStyleName ( EMissionStyle MissionStyle) )

PlayBinkMovie Source code

native function PlayBinkMovie ( string MovieToPlay )
Plays a bink movie

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )
Prime the Mission List and try to find the globes.

ReplicatedEvent Source code

simulated function ReplicatedEvent ( name VarName) )

SetChapterMask Source code

simulated function SetChapterMask ( ) )

SetModifierCard Source code

function SetModifierCard ( name Card) )

SetupBoneIndicators Source code

simulated function SetupBoneIndicators ( ) )

ShowCredits Source code

function ShowCredits ( ) )

StopBinkMovie Source code

native function StopBinkMovie ( )
Stops a bink movie

TryAgain MenuStateChanged Source code

simulated function TryAgain ( ) )


Defaultproperties

defaultproperties
{
   MissionInfoClassName="UTGameContent.UTMissionInfo_Content"
   SelectionSceneTemplate="UI_Scenes_Campaign.Scenes.CampMissionSelection"
   BriefingSceneTemplate="UI_Scenes_Campaign.Scenes.CampMissionBriefing"
   PrevMapPointSFXTemplate=StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingPrevious'
   MapPointSFXTemplate=StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingEnabled'
   SelectedMapPointSFXTemplate=StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRing'
   PlayBinkMission=-1
   CreditsSceneRef="UI_Scenes_FrontEnd.Scenes.Credits"
   Name="Default__UTMissionGRI"
   ObjectArchetype=UTGameReplicationInfo'UTGame.Default__UTGameReplicationInfo'
}

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Creation time: sk 18-3-2018 10:00:53.602 - Created with UnCodeX