Legacy:LadderInventory
From Unreal Wiki, The Unreal Engine Documentation Site
Actor (UT) >> Inventory (UT) >> LadderInventory
class LadderInventory extends Inventory;
// Game
var travel int Slot; // Savegame slot.
// Ladder
var travel int TournamentDifficulty;
var travel int PendingChange; // Pending Change
// 0 = None 1 = DM
// 2 = CTF 3 = DOM
// 4 = AS
var travel int PendingRank;
var travel int PendingPosition;
var travel int LastMatchType;
var travel Class<Ladder> CurrentLadder;
// Deathmatch
var travel int DMRank; // Rank in the ladder.
var travel int DMPosition; // Position in the ladder.
// Capture the Flag
var travel int CTFRank;
var travel int CTFPosition;
// Domination
var travel int DOMRank;
var travel int DOMPosition;
// Assault
var travel int ASRank;
var travel int ASPosition;
// Challenge
var travel int ChalRank;
var travel int ChalPosition;
// TeamInfo
var travel class<RatedTeamInfo> Team;
var travel int Face;
var travel string Sex;
var travel string SkillText;
function Reset()
{
TournamentDifficulty = 0;
PendingChange = 0;
PendingRank = 0;
PendingPosition = 0;
LastMatchType = 0;
CurrentLadder = None;
DMRank = 0;
DMPosition = 0;
CTFRank = 0;
CTFPosition = 0;
DOMRank = 0;
DOMPosition = 0;
ASRank = 0;
ASPosition = 0;
ChalRank = 0;
ChalPosition = 0;
Face = 0;
Sex = "";
}
function TravelPostAccept()
{
if (DeathMatchPlus(Level.Game) != None)
{
Log("LadderInventory: Calling InitRatedGame");
DeathMatchPlus(Level.Game).InitRatedGame(Self, PlayerPawn(Owner));
}
}
function GiveTo( Pawn Other )
{
Log(Self$" giveto "$Other);
Super.GiveTo( Other );
}
function Destroyed()
{
Log("Something destroyed a LadderInventory!");
Super.Destroyed();
}
defaultproperties
{
TournamentDifficulty=1
bHidden=True
}
Category:Legacy To Do – Wikify and markup