UE3:UT MDB GameInfo (UT3)
- Package:
- UT_GameDex
Code
<uscript> //=================================================== // 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 } </uscript>