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//============================================================================= // Mutator. // // Mutators allow modifications to gameplay while keeping the game rules intact. // Mutators are given the opportunity to modify player login parameters with // ModifyLogin(), to modify player pawn properties with ModifyPlayer(), to change // the default weapon for players with GetDefaultWeapon(), or to modify, remove, // or replace all other actors when they are spawned with CheckRelevance(), which // is called from the PreBeginPlay() function of all actors except those (Decals, // Effects and Projectiles for performance reasons) which have bGameRelevant==true. //============================================================================= class Mutator extends Info native dependson(GameInfo); var Mutator NextMutator; //var class<Weapon> DefaultWeapon; var string DefaultWeaponName; var() string ConfigMenuClassName; var() string GroupName; // Will only allow one mutator with this tag to be selected. var() localized string FriendlyName; var() localized string Description; var bool bUserAdded; var bool bAddToServerPackages; // if true, the package this mutator is in will be added to serverpackages at load time /* Don't call Actor PreBeginPlay() for Mutator */ event PreBeginPlay() { if ( !MutatorIsAllowed() ) Destroy(); } function bool MutatorIsAllowed() { return !Level.IsDemoBuild() || Class==class'Mutator'; } function Destroyed() { local Mutator M; // remove from mutator list if ( Level.Game.BaseMutator == self ) Level.Game.BaseMutator = NextMutator; else { for ( M=Level.Game.BaseMutator; M!=None; M=M.NextMutator ) if ( M.NextMutator == self ) { M.NextMutator = NextMutator; break; } } Super.Destroyed(); } // Gives the mutator an opportunity to replace an actor after it is spawned. // Either return the original actor, a replacement actor created with the ReplaceWith function, or 'None' to destroy the actor. function Actor ReplaceActor(Actor Other) { return Other; } function Mutate(string MutateString, PlayerController Sender) { if ( NextMutator != None ) NextMutator.Mutate(MutateString, Sender); } function ModifyLogin(out string Portal, out string Options) { if ( NextMutator != None ) NextMutator.ModifyLogin(Portal, Options); } //Notification that a player is exiting function NotifyLogout(Controller Exiting) { if (NextMutator != None) NextMutator.NotifyLogout(Exiting); } /* called by GameInfo.RestartPlayer() change the players jumps, etc. here */ function ModifyPlayer(Pawn Other) { if ( NextMutator != None ) NextMutator.ModifyPlayer(Other); } function AddMutator(Mutator M) { if ( NextMutator == None ) NextMutator = M; else NextMutator.AddMutator(M); } /* ReplaceWith() Call this function (usually called from "ShouldReplace") to replace an actor Other with an actor of aClass. */ function Actor ReplaceWith(actor Other, string aClassName) { local Actor A; local class<Actor> aClass; if ( aClassName == "" ) return None; aClass = class<Actor>(DynamicLoadObject(aClassName, class'Class')); if ( aClass != None ) A = Spawn(aClass,Other.Owner,Other.Tag,Other.Location, Other.Rotation); if ( A != None ) { A.event = Other.event; A.Tag = Other.Tag; } return A; } /* Force game to always keep this actor, even if other mutators want to get rid of it */ function bool AlwaysKeep(Actor Other) { if ( NextMutator != None ) return ( NextMutator.AlwaysKeep(Other) ); return false; } function bool IsRelevant(Actor Other, out Actor Replacement) { local bool bRelevant; Replacement = ReplaceActor(Other); bRelevant = Replacement == Other; if ( bRelevant && (NextMutator != None) ) bRelevant = NextMutator.IsRelevant(Other, Replacement); return bRelevant; } singular event bool CheckRelevance(Actor Other, out Actor Replacement) { local bool bResult; if ( AlwaysKeep(Other) ) return true; // allow mutators to remove actors bResult = IsRelevant(Other, Replacement); return bResult; } // // Called when a player sucessfully changes to a new class // function PlayerChangedClass(Controller aPlayer) { if ( NextMutator != None ) NextMutator.PlayerChangedClass(aPlayer); } // // server querying // function GetServerDetails( out GameInfo.ServerResponseLine ServerState ) { // append the mutator name. local int i; i = ServerState.ServerInfo.Length; ServerState.ServerInfo.Length = i+1; ServerState.ServerInfo[i].Key = "Mutator"; ServerState.ServerInfo[i].Value = GetHumanReadableName(); } function GetServerPlayers( out GameInfo.ServerResponseLine ServerState ) { } function ServerTraveling(string URL, bool bItems) { if (NextMutator != None) NextMutator.ServerTraveling(URL,bItems); } defaultproperties { GroupName="" FriendlyName="" Description="" } |
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