UE3:UT MDB GameInfo (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UT_GameDex
Code
//===================================================
// Class: UT_MDB_GameInfo
// Creation date: 11/04/2010 20:26
// Last updated: 11/04/2010 20:26
// Contributors: 00zX
//---------------------------------------------------
// Attribution-Noncommercial-Share Alike 3.0 Unported
// http://creativecommons.org/licenses/by-nc-sa/3.0/
//===================================================
class UT_MDB_GameInfo extends UT_MDB;
var WorldInfo CurWorldInfo;
var UTGame CurGameType;
var string CurMap;
//GameType - Pawn Subclasses
var name CurController;
var name CurPawn;
var name CurVehicle;
var name CurRook;
//GameRules - ObjectList
var array<name> GRNameList;
//var name GRlpn;
//var UT_MDB_ObjectList GRList;
//var array<UT_MDB_GameRules> lGR;
//Major Classtypes
var() class<Gameinfo> GClass;
var() class<PlayerController> PCClass; /// Controller for this Mutator.
var() class<UTPawn> PClass; /// Pawn for this Mutator.
var() class<HUD> HUDClass; /// HUD for this Mutator.
var() class<UTCheatManager> CMClass;
//Gravity
var float VehicleGravityScale; //Could be %
var float InfantryGravityScale;
//From GameInfo
var bool bNewPlayersVsBots;
var bool bNewCustomBots;
var bool bNewWeaponStay;
var bool bAllowTranslocator;
//UTGame(WorldInfo.Game).bAllowHoverboard = false;
function Init()
{
// Master = UT_MDB_GameExp;
CurGameType.bAllowTranslocator = default.bAllowTranslocator;
if(PClass != None)
CurGameType.DefaultPawnClass = PClass;
if(PCClass != None)
CurGameType.PlayerControllerClass = PCClass;
if(HUDClass != None)
CurGameType.HUDType = HUDClass;
`logd("Pawn.Class: "$CurGameType.DefaultPawnClass,,'GameExp');
`logd("Controller.Class: "$CurGameType.PlayerControllerClass,,'GameExp');
`logd("HUD.Class: "$CurGameType.HUDType,,'GameExp');
}
//NOTE: WorldInfo Foreach AllControllers
//Replacement
/*function bool CheckReplacement(Actor Other)
{
local UTPlayerController UTPlayer;
UTPlayer = UTPlayerController(Controller(other));
if(UTPlayer != None && CMClass != None)
UTPlayer.CheatClass = default.CMClass;
}*/
/* SetPlayerDefaults()
first make sure pawn properties are back to default, then give mutators an opportunity to modify them */
/*function SetPlayerDefaults(Pawn PlayerPawn)
{
PlayerPawn.AirControl = PlayerPawn.Default.AirControl;
PlayerPawn.GroundSpeed = PlayerPawn.Default.GroundSpeed;
PlayerPawn.WaterSpeed = PlayerPawn.Default.WaterSpeed;
PlayerPawn.AirSpeed = PlayerPawn.Default.AirSpeed;
PlayerPawn.Acceleration = PlayerPawn.Default.Acceleration;
PlayerPawn.AccelRate = PlayerPawn.Default.AccelRate;
PlayerPawn.JumpZ = PlayerPawn.Default.JumpZ;
if ( BaseMutator != None )
BaseMutator.ModifyPlayer(PlayerPawn);
PlayerPawn.PhysicsVolume.ModifyPlayer(PlayerPawn);
}*/
defaultproperties
{
PClass=None
PCClass=None
HUDClass=None
CMClass=None
}