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//============================================================================= // DeusExGameInfo. //============================================================================= class DeusExGameInfo expands GameInfo config; // ---------------------------------------------------------------------- // Login() // ---------------------------------------------------------------------- event playerpawn Login ( string Portal, string Options, out string Error, class<playerpawn> SpawnClass ) { local DeusExPlayer player; local NavigationPoint StartSpot; local byte InTeam; local DumpLocation dump; //DEUS_EX AMSD In non multiplayer games, force JCDenton. if (!ApproveClass(SpawnClass)) { SpawnClass=class'JCDentonMale'; } player = DeusExPlayer(Super.Login(Portal, Options, Error, SpawnClass)); // If we're traveling across a map on the same mission, // nuke the player's crap and if ((player != None) && (!HasOption(Options, "Loadgame"))) { player.ResetPlayerToDefaults(); dump = player.CreateDumpLocationObject(); if ((dump != None) && (dump.HasLocationBeenSaved())) { dump.LoadLocation(); player.Pause(); player.SetLocation(dump.currentDumpLocation.Location); player.SetRotation(dump.currentDumpLocation.ViewRotation); player.ViewRotation = dump.currentDumpLocation.ViewRotation; player.ClientSetRotation(dump.currentDumpLocation.ViewRotation); CriticalDelete(dump); } else { InTeam = GetIntOption( Options, "Team", 0 ); // Multiplayer now, defaults to Team_Unatco=0 if (Level.NetMode == NM_Standalone) StartSpot = FindPlayerStart( None, InTeam, Portal ); else StartSpot = FindPlayerStart( Player, InTeam, Portal ); player.SetLocation(StartSpot.Location); player.SetRotation(StartSpot.Rotation); player.ViewRotation = StartSpot.Rotation; player.ClientSetRotation(player.Rotation); } } return player; } // ---------------------------------------------------------------------- // ApproveClass() // Is this class allowed for this gametype? Override if you want to be // other than JCDentonMale. If it returns false, will force JCDenton spawn. // ---------------------------------------------------------------------- function bool ApproveClass( class<playerpawn> SpawnClass) { return false; } // ---------------------------------------------------------------------- // DiscardInventory() // ---------------------------------------------------------------------- function DiscardInventory( Pawn Other ) { // do nothing } // ---------------------------------------------------------------------- // ScoreKill() // ---------------------------------------------------------------------- function ScoreKill(pawn Killer, pawn Other) { // do nothing } // ---------------------------------------------------------------------- // ClientPlayerPossessed() // ---------------------------------------------------------------------- function ClientPlayerPossessed(PlayerPawn CheckPlayer) { CheckPlayerWindow(CheckPlayer); CheckPlayerConsole(CheckPlayer); } // ---------------------------------------------------------------------- // CheckPlayerWindow() // ---------------------------------------------------------------------- function CheckPlayerWindow(PlayerPawn CheckPlayer) { // do nothing. } // ---------------------------------------------------------------------- // CheckPlayerConsole() // ---------------------------------------------------------------------- function CheckPlayerConsole(PlayerPawn CheckPlayer) { // do nothing. } // ---------------------------------------------------------------------- // FailRootWindowCheck() // ---------------------------------------------------------------------- function FailRootWindowCheck(PlayerPawn FailPlayer) { // do nothing } // ---------------------------------------------------------------------- // FailConsoleCheck() // ---------------------------------------------------------------------- function FailConsoleCheck(PlayerPawn FailPlayer) { // do nothing } // ---------------------------------------------------------------------- // ---------------------------------------------------------------------- defaultproperties { } |
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