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class TribesGUIConfig extends Core.Object config(TribesGuiState) HideCategories(Object) native ; var() config string ExitMenuClass; // If specfiied, will be displayed when the game exits var() config string EntryMenuClass; // If specfiied, will be displayed when the game starts var bool bShownEntryMenu; ////////////////////////////////////////////////////////////////////////////////////// // Environment ////////////////////////////////////////////////////////////////////////////////////// var LevelSummary CurrentLevelSummary; // set on PreLevelChange. Do not keep references, invalidated on map load. var String CurrentURL; // set on PreLevelChange, contains the URL of the currently loaded (or loading) level. var() config String openingMusic; ////////////////////////////////////////////////////////////////////////////////////// // Campaigns & SP Missions ////////////////////////////////////////////////////////////////////////////////////// var(Missions) Config String CurrentMission "The current mission selected for Single Player"; var(Missions) Config string LastCutscene "The last cutscene loaded."; var CampaignInfo CurrentCampaign; // the active campaign (with progress) var bool bTravelMission; // whether or not to travel when GameStart is called var String CurrentGameInfo; var bool bMissionFailed; ////////////////////////////////////////////////////////////////////////////////////// // Video Settings ////////////////////////////////////////////////////////////////////////////////////// var(VideoSettings) config array<string> ScreenResolutionChoices "Choices for screen resolution"; ////////////////////////////////////////////////////////////////////////////////////// // Game State ////////////////////////////////////////////////////////////////////////////////////// enum eTribesGameState { GAMESTATE_None, //Not in game at all, GUI only GAMESTATE_EntryLoading, //Currently loading the entry level GAMESTATE_LevelLoading, //Currently loading a (non-entry) level GAMESTATE_CutsceneMissionStart, //Playing a mojo cutscene at the start of the mission GAMESTATE_CutsceneMissionEnd, //Playing a mojo cutscene at the end of the mission GAMESTATE_PreGame, //Level has loaded but round not yet begun GAMESTATE_MidGame, //Game in progress GAMESTATE_PostGame, //Level completed GAMESTATE_ClientTravel, //Traveling }; var(TribesGame) eTribesGameState TribesGameState; var(MPSettings) String MPHostURL; // used in initiating MP games. Once the game has started, the current URL will be contained within CurrentURL. var(MPSettings) bool bDedicated; // Used to pass current selection back from advanced server configuration menu var(MPSettings) String advancedGameType; var(MPSettings) String advancedMap; defaultproperties { CurrentMission="" openingMusic="Rocky1_exploring" } |
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