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UE3:UT MDB GameInfo (UT3)

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UT3 Object >> UT_MDB >> UT_MDB_GameInfo (custom)

Contents

Package: 
UT_GameDex

Code[edit]

//===================================================
//	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< SEMI >
var() class<PlayerController>			PCClass< SEMI >	/// Controller for this Mutator.
var() class<UTPawn>						PClass< SEMI >		/// Pawn for this Mutator.
var() class<HUD>						HUDClass< SEMI >	/// HUD for this Mutator.
var() class<UTCheatManager>			CMClass< SEMI >
 
//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< SEMI >
	if(PCClass != None)
		CurGameType.PlayerControllerClass = PCClass< SEMI >
	if(HUDClass != None)
		CurGameType.HUDType = HUDClass< SEMI >
 
	`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
}