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// ==================================================================== // Class: Engine.VotingHandler // // Base class for the VotingHandler that handles the server side of // map and kick voting. // // Written by Bruce Bickar // (c) 2003, Epic Games, Inc. All Rights Reserved // ==================================================================== class VotingHandler extends Info; struct MapVoteGameConfig { var string GameClass; // code class of game type. XGame.xDeathMatch var string Prefix; // MapName Prefix. DM, CTF, BR etc. var string Acronym; // Game Acronym (appended to map names in messages to help identify game type for map) var string GameName; // Name or Title of the game type. "DeathMatch", "Capture The Flag" var string Mutators; // Mutators to load with this gametype. "XGame.MutInstaGib,UnrealGame.MutBigHead,UnrealGame.MutLowGrav" var string Options; // Game Options }; struct MapVoteGameConfigLite { var string GameClass; // code class of game type. XGame.xDeathMatch var string Prefix; // MapName Prefix. DM, CTF, BR etc. var string GameName; // Name or Title of the game type. "DeathMatch", "Capture The Flag" }; struct MapVoteMapList { var string MapName; var int PlayCount; var int Sequence; var bool bEnabled; }; struct MapHistoryInfo { var string M; // MapName - Used short/single character var names to keep ini file smaller var int P; // Play count. Number of times map has been played var int S; // Sequence. The order in which the map was played var string G; // per map game options var string U; // per map mutators }; struct MapVoteScore { var int MapIndex; var int GameConfigIndex; var int VoteCount; }; struct KickVoteScore { var int PlayerID; var int Team; var int KickVoteCount; }; struct AdminVoteScore { var int PlayerID; var int Team; var int AdminVoteCount; }; struct TeamDamageVoteScore { var int YesVotes; var int NoVotes; }; struct TournamentVoteScore { var int YesVotes; var int NoVotes; }; struct AccumulationData // used to save player's unused vote between maps when in Accumulation mode { var string Name; var int VoteCount; }; function PlayerJoin(PlayerController Player); function PlayerExit(Controller Exiting); function bool HandleRestartGame() { return true; } function string GetConfigArrayData(string ConfigArrayName, int RowIndex, int ColumnIndex); // should return "type;maxlength;value" function string GetConfigArrayColumnTitle(string ConfigArrayName, int ColumnIndex); function DeleteConfigArrayItem(string ConfigArrayName, int RowIndex); function int AddConfigArrayItem(string ConfigArrayName); function UpdateConfigArrayItem(string ConfigArrayName, int RowIndex, int ColumnIndex, string NewValue); function int GetConfigArrayItemCount(string ConfigArrayName); static function FillPlayInfo(PlayInfo PlayInfo) { Super.FillPlayInfo(PlayInfo); } function ReloadAll( optional bool bParam ); // server querying function GetServerDetails( out GameInfo.ServerResponseLine ServerState ); |
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