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// RoundInfo // Holds a list of RoundData objects that define the rounds in the level. // If a RoundData actor is not placed by the user in UnrealEd, one will be spawned on level load for // multiplayer maps. class RoundInfo extends Engine.Info editinlinenew placeable; var() deepcopy editinline Array<RoundData> rounds; var int currentRoundIdx; var float replicatedRemainingDuration; // for net clients. It would be good to find a lower-bandwidth alternative. var float replicatedRemainingCountdown; // for net clients replication { reliable if (Role == ROLE_Authority) replicatedRemainingDuration, replicatedRemainingCountdown; } function bool moreRoundsToPlay() { return currentRoundIdx < rounds.Length - 1; } // Call this to start the next round function startNextRound() { local PlayerCharacterController c; // End current round if applicable if (currentRoundIdx >= 0 && currentRoundIdx < rounds.Length) rounds[currentRoundIdx].end(); currentRoundIdx++; // Reset some variables on all players ForEach Level.AllControllers(class'PlayerCharacterController', c) { if (c.Pawn == None) c.bWaitingForRoundEnd = false; // Reset livesLeft if(currentRound().maxLives > 0) { c.livesLeft = currentRound().maxLives; } else // Otherwise ensure respawns are disabled for this player c.livesLeft = -1; } cleanupEquipment(); Log("Starting round "$rounds[currentRoundIdx]); rounds[currentRoundIdx].start(Level.TimeSeconds); } // needsCountdown // returns true if the current round requires a warmup function bool needsCountdown() { if (currentRoundIdx < 0 || currentRoundIdx >= rounds.Length) return false; return rounds[currentRoundIdx].countdownDuration > 0; } // isCountdown // returns true if the current round is in the warmup phase function bool isCountdown() { if (currentRoundIdx < 0 || currentRoundIdx >= rounds.Length) return false; return rounds[currentRoundIdx].isCountdown(Level.TimeSeconds); } // remainingCountdown // returns the number of seconds remaining in the warmup phase function float remainingCountdown() { if (currentRoundIdx < 0 || currentRoundIdx >= rounds.Length) return 0; return rounds[currentRoundIdx].playStartTime - Level.TimeSeconds; } // isFinished // returns true if the current round is finished function bool isFinished() { if (currentRoundIdx < 0 || currentRoundIdx >= rounds.Length) { Log("Round finished (no more rounds left)"); return true; } return rounds[currentRoundIdx].isFinished(Level); } // remainingRoundTime // returns the number of seconds remaining in the round function float remainingRoundTime() { if (currentRoundIdx < 0 || currentRoundIdx >= rounds.Length) return 0; return (rounds[currentRoundIdx].playStartTime + rounds[currentRoundIdx].duration * 60) - Level.TimeSeconds; } // tick function Tick(float delta) { if (isCountdown()) replicatedRemainingCountdown = remainingCountdown(); else replicatedRemainingDuration = remainingRoundTime(); } function RoundData currentRound() { if (currentRoundIdx < 0 || currentRoundIdx >= rounds.Length) return None; return rounds[currentRoundIdx]; } function restart() { currentRoundIdx = -1; startNextRound(); } function cleanup() { local int i; for (i=0; i<rounds.Length; i++) { rounds[i].cleanup(); } } // Destroy all dropped equipment and reset equipment spawn points function cleanupEquipment() { local Equipment e; local EquipmentSpawnPoint esp; // Destroy dropped equipment, but not deployables ForEach DynamicActors(class'Equipment', e) { if (e.IsInState('AwaitingPickup') && !ClassIsChildOf(e.Class, class'Deployable')) e.destroy(); } // Make sure every equipment spawn point spawns its equipment ForEach AllActors(class'EquipmentSpawnPoint', esp) { // Don't check to see if the spawn point has already spawned equipment because even if it had, // it would've been deleted in the previous operation esp.spawnEquipment(); } } defaultproperties { RemoteRole = ROLE_DumbProxy bAlwaysRelevant = true NetUpdateFrequency = 1 currentRoundIdx = -1 } |
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