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UE3:GameRules (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclass:
- UTGameRules_SlowTimeKills
- Known custom subclasses:
- UT_GR_Info (UT3), UTM_UTStyle(UT3)
- This class in other games:
- UT2003, U2XMP, U2, UE2Runtime, UT2004
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GameRules.
The GameRules class handles game rule modifications for the GameInfo such as scoring, finding player starts, and damage modification.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
NextGameRules[edit]
Type: GameRules
Default values[edit]
Property | Value |
---|---|
CollisionType | COLLIDE_CustomDefault |
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Info.Sprite
No new values.
Instance functions[edit]
AddGameRules[edit]
function AddGameRules (GameRules GR)
CheckEndGame[edit]
FindPlayerStart[edit]
function NavigationPoint FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName)
GetRules[edit]
function string GetRules ()
HandleRestartGame[edit]
function bool HandleRestartGame ()
NetDamage[edit]
function NetDamage (int OriginalDamage, out int Damage, Pawn injured, Controller instigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageType> DamageType)
OverridePickupQuery[edit]
function bool OverridePickupQuery (Pawn Other, class<Inventory> ItemClass, Actor Pickup, out byte bAllowPickup)
OverridePickupQuery() when pawn wants to pickup something, gamerules given a chance to modify it. If this function returns true, bAllowPickup will determine if the object can be picked up.
Parameters:
- Other - the Pawn that wants the item
- ItemClass - the Inventory class the Pawn can pick up
- Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
- bAllowPickup - out) whether or not the Pickup actor should give its item to Other (0 == false, anything else == true)
Returns:
- whether or not to override the default behavior with the value of
PreventDeath[edit]
function bool PreventDeath (Pawn Killed, Controller Killer, class<DamageType> damageType, Object.Vector HitLocation)
ScoreKill[edit]
function ScoreKill (Controller Killer, Controller Killed)
ScoreObjective[edit]
function ScoreObjective (PlayerReplicationInfo Scorer, int Score)