Overview | Package | Class | Source | Class tree | Glossary | Deus Ex UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 00471 00472 00473 00474 00475 00476 00477 00478 00479 00480 00481 00482 00483 00484 00485 00486 00487 00488 00489 00490 00491 00492 00493 00494 00495 00496 00497 00498 00499 00500 00501 00502 00503 00504 00505 00506 00507 00508 00509 00510 00511 00512 00513 00514 00515 00516 00517 00518 00519 00520 00521 00522 00523 00524 00525 00526 00527 00528 00529 00530 00531 00532 00533 00534 00535 00536 00537 00538 00539 00540 00541 00542 00543 00544 00545 00546 00547 00548 00549 00550 00551 00552 00553 00554 00555 00556 00557 00558 00559 00560 00561 00562 00563 00564 00565 00566 00567 00568 00569 00570 00571 00572 00573 00574 00575 00576 00577 00578 00579 00580 00581 00582 00583 00584 00585 00586 00587 00588 00589 00590 00591 00592 00593 00594 00595 00596 00597 00598 00599 00600 00601 00602 00603 00604 00605 00606 00607 00608 00609 00610 00611 00612 00613 00614 00615 00616 00617 00618 00619 00620 00621 00622 00623 00624 00625 00626 00627 00628 00629 00630 00631 00632 00633 00634 00635 00636 00637 00638 00639 00640 00641 00642 00643 00644 00645 00646 00647 00648 00649 00650 00651 00652 00653 00654 00655 00656 00657 00658 00659 00660 00661 00662 00663 00664 00665 00666 00667 00668 00669 00670 00671 00672 00673 00674 00675 00676 00677 00678 00679 00680 00681 00682 00683 00684 00685 00686 00687 00688 00689 00690 00691 00692 00693 00694 00695 00696 00697 00698 00699 00700 00701 00702 00703 00704 00705 00706 00707 00708 00709 00710 00711 00712 00713 00714 00715 00716 00717 00718 00719 00720 00721 00722 00723 00724 00725 00726 00727 00728 00729 00730 00731 00732 00733 00734 00735 00736 00737 00738 00739 00740 00741 00742 00743 00744 00745 00746 00747 00748 00749 00750 00751 00752 00753 00754 00755 00756 00757 00758 00759 00760 00761 00762 00763 00764 00765 00766 00767 00768 00769 00770 00771 00772 00773 00774 00775 00776 00777 00778 00779 00780 00781 00782 00783 00784 00785 00786 00787 00788 00789 00790 00791 00792 00793 00794 00795 00796 00797 00798 00799 00800 00801 00802 00803 00804 00805 00806 00807 00808 00809 00810 00811 00812 00813 00814 00815 00816 00817 00818 00819 00820 00821 00822 00823 00824 00825 00826 00827 00828 00829 00830 00831 00832 00833 00834 00835 00836 00837 00838 00839 00840 00841 00842 00843 00844 00845 00846 00847 00848 00849 00850 00851 00852 00853 00854 00855 00856 00857 00858 00859 00860 00861 00862 00863 00864 00865 00866 00867 00868 00869 00870 00871 00872 00873 00874 00875 00876 00877 00878 00879 00880 00881 00882 00883 00884 00885 00886 00887 00888 00889 00890 00891 00892 00893 00894 00895 00896 00897 00898 00899 00900 00901 00902 00903 00904 00905 00906 00907 00908 00909 00910 00911 00912 00913 00914 00915 00916 00917 00918 00919 00920 00921 00922 00923 00924 00925 00926 00927 00928 00929 00930 00931 00932 00933 00934 00935 00936 00937 00938 00939 00940 00941 00942 00943 00944 00945 00946 00947 00948 00949 00950 00951 00952 00953 00954 00955 00956 00957 00958 00959 00960 00961 00962 00963 00964 00965 00966 00967 00968 00969 00970 00971 00972 00973 00974 00975 00976 00977 00978 00979 00980 00981 00982 00983 00984 00985 00986 00987 00988 00989 00990 00991 00992 00993 00994 00995 00996 00997 00998 00999 01000 01001 01002 01003 01004 01005 01006 01007 01008 01009 01010 01011 01012 01013 01014 01015 01016 01017 01018 01019 01020 01021 01022 01023 01024 01025 01026 01027 01028 01029 01030 01031 01032 01033 01034 01035 01036 01037 01038 01039 01040 01041 01042 01043 01044 01045 01046 01047 01048 01049 01050 01051 01052 01053 01054 01055 01056 01057 01058 01059 01060 01061 01062 01063 01064 01065 01066 01067 01068 01069 01070 01071 01072 01073 01074 01075 01076 01077 01078 01079 01080 01081 |
//============================================================================= // DeusExMultiplayerGame //============================================================================= class DeusExMPGame expands DeusExGameInfo; //DEUS_EX AMSD Note to mod developers: All the globalconfig type vars here should work perfectly //well if you change them. Some others have been tested (GlobalUpgradesPerKill, bAutoInstall), but //not in a while. Others, like bMultiPlayerBots, don't really do anything. Several are just legacy. //Don't assume that because a variable is here that it works (unless its globalconfig). var() globalconfig int SkillsTotal; var() globalconfig int SkillsAvail; var() globalconfig int SkillsPerKill; //number of skill points you get when you kill someone var() globalconfig int InitialAugs; //number of augs you start with var() globalconfig int AugsPerKill; //number of augs added when you kill someone var() globalconfig int ScoreToWin; // Summed kills to win var() globalconfig string VictoryCondition; //type of victory condition // Frags is frag limit // Time is time limit var() globalconfig int MPSkillStartLevel; //starting level of skills in mp game. var() globalconfig string CurrentMap; //maptype selected (for saving in ui) var() globalconfig float fFriendlyFireMult; // Friendly fire multiplier // *********UGLY stat tracking vars var() globalconfig bool bTrackWeapons; // whether to track weaponstats or not Not that this tracking helps much. var() int FragLimit; var() int TimeLimit; // time limit in minutes var() int GlobalUpgradesPerKill; //number of points all augs go up when you kill someone var() bool bMultiPlayerBots; //DEUS_EX AMSD No support done for this one. var() bool bChangeLevels; var() bool bAutoInstall; //whether augs get autoinstalled when you pick one up var() bool bDarkHiding; //whether to do special translucency effects for hiding var() bool bSpawnEffects; // whether or not to spawn things like shell casings and blood. var() bool bAugsAllowed; //whether or not players have augmentations. var() float StartHiding; //if bDarkHiding is true, vis value at which player becomes translucent var() float EndHiding; //if bDarkHiding is true, vis value at which player becomes nontranslucent var() float CloakEffect; //multiplicative scaleglow if cloak(or adaptive) is on var bool bCustomizable; //Whether or not the gametype is customizable through the menu interface var bool bStartWithPistol; var int PistolShotsFired; var int PistolShotsHit; var float PistolAverageHitDamage; var int StealthPistolShotsFired; var int StealthPistolShotsHit; var float StealthPistolAverageHitDamage; var int AssaultRifleShotsFired; var int AssaultRifleShotsHit; var float AssaultRifleAverageHitDamage; var int AssaultShotgunShotsFired; var int AssaultShotgunShotsHit; var float AssaultShotgunAverageHitDamage; var int SawedOffShotgunShotsFired; var int SawedOffShotgunShotsHit; var float SawedOffShotgunAverageHitDamage; var int SniperRifleShotsFired; var int SniperRifleShotsHit; var float SniperRifleAverageHitDamage; // *********end stat tracking vars const NewMapDelay = 16.0; var bool bCycleMap; var bool bNewMap, bClientNewMap; var float NewMapTime; var bool bGameEnded; var bool bAlreadyChanged; var bool bSecondaryNotice; var bool bSecondaryNsf; var bool bSecondaryUnatco; var bool bPrimaryNotice; var bool bPrimaryNsf; var bool bPrimaryUnatco; var localized String TooManyPlayers; const TEAM_UNATCO = 0; const TEAM_NSF = 1; const TEAM_DRAW = 2; const TEAM_AUTO = 128; // For the scoreboard var bool bFreezeScores; // Don't modify scoreArray if we are displaying end of game stats struct ScoreElement { var String PlayerName; var float score; var float deaths; var float streak; var int team; var int PlayerID; }; var ScoreElement scoreArray[32]; // Array to store the scores var int scorePlayers; // Number of players in the current scoreArray var color WhiteColor, SilverColor, RedColor, GreenColor, GoldColor; var localized String StreakString, KillsString, DeathsString, PlayerString, NewMapSecondsString, WonMatchString; var localized String EscapeString; var localized String MatchEnd1String, MatchEnd2String; var localized String TeamNsfString, TeamUnatcoString, TeamDrawString; const PlayerX = 0.17; // Multiplier of screenWidth const KillsX = 0.55; const DeathsX = 0.65; const StreakX = 0.75; const PlayerY = 0.25; const WinY = 0.15; // Mutliplier of screenHeight const FireContY = 0.80; const NotifyMinutes = 1.0; replication { // Server to client reliable if ( Role == ROLE_Authority ) ScoreToWin, bNewMap, VictoryCondition; } // Return beacon text for server event string GetBeaconText() { local string Result; Result = Super.GetBeaconText(); Result = Result $ " (" $ NumPlayers $ "/" $ MaxPlayers $ ")"; return Result; } event PreLogin ( string Options, string Address, out string Error, out string FailCode ) { Super.PreLogin(Options, Address, Error, FailCode); bClientNewMap = False; if ((MaxPlayers > 0) && (NumPlayers >= MaxPlayers) ) Error = TooManyPlayers; } event PlayerPawn Login(string Portal, string Options, out string Error, class<playerpawn> SpawnClass) { local PlayerPawn newPlayer; local DeusExPlayer dxPlayer; if ((MaxPlayers > 0) && (NumPlayers >= MaxPlayers) ) { Error = TooManyPlayers; return None; } newPlayer = Super.Login(Portal, Options, Error, SpawnClass); newPlayer.bAutoActivate = true; return newPlayer; } event PostLogin(playerpawn NewPlayer) { local DeusExPlayer DXPlayer; DXPlayer = DeusExPlayer(NewPlayer); log("class of new player is "$DXPlayer.Class$", class of game is "$Class$"."); // DEUS_EX AMSD Setup abilities now called when server syncs up with options. // SetupAbilities(DXPlayer); // MB I tried putting this in postbeginplay and postpostbeginplay, but PlayerIsListenClient failed to do the right thing at that point if ( DXPlayer.PlayerIsListenClient() ) { DXPlayer.CreatePlayerTracker(); if (DXPlayer.ThemeManager == NONE) { DXPlayer.CreateColorThemeManager(); DXPlayer.ThemeManager.SetOwner( DXPlayer ); DXPlayer.ThemeManager.SetCurrentHUDColorTheme(DXPlayer.ThemeManager.GetFirstTheme(1)); DXPlayer.ThemeManager.SetCurrentMenuColorTheme(DXPlayer.ThemeManager.GetFirstTheme(0)); DXPlayer.ThemeManager.SetMenuThemeByName(DXPlayer.MenuThemeName); DXPlayer.ThemeManager.SetHUDThemeByName(DXPlayer.HUDThemeName); DeusExRootWindow(DXPlayer.rootWindow).ChangeStyle(); } DXPlayer.ReceiveFirstOptionSync(DXPlayer.AugPrefs[0], DXPlayer.AugPrefs[1], DXPlayer.AugPrefs[2], DXPlayer.AugPrefs[3], DXPlayer.AugPrefs[4]); DXPlayer.ReceiveSecondOptionSync(DXPlayer.AugPrefs[5], DXPlayer.AugPrefs[6], DXPlayer.AugPrefs[7], DXPlayer.AugPrefs[8]); DXPlayer.ShieldStatus = SS_Off; } Super.PostLogin(NewPlayer); } // ---------------------------------------------------------------------- // 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 true; } // // Pawn exits. // function Logout( pawn Exiting ) { local DeusExPlayer ExitingPlayer; local Computers CompActor; ExitingPlayer = DeusExPlayer(Exiting); if (ExitingPlayer != None) { foreach AllActors(class'Computers',CompActor) { if ((CompActor.CurFrobber != None) && (CompActor.CurFrobber == ExitingPlayer)) { log("====>Player logged out while logged in, forcing computer closed"); ExitingPlayer.CloseComputerScreen(CompActor); } } } Super.Logout(Exiting); } function bool RestartPlayer( pawn aPlayer ) { local DeusExPlayer PlayerToRestart; local bool SuperResult; log("DeusEx Multiplayer Game restart player"); PlayerToRestart = DeusExPlayer(aPlayer); if (PlayerToRestart == None) { log("Trying to restart non Deus Ex player!"); return false; } //Restore HUD PlayerToRestart.ShowHud(True); //Clear Augmentations PlayerToRestart.AugmentationSystem.ResetAugmentations(); //Clear Skills PlayerToRestart.SkillSystem.ResetSkills(); //DEUS_EX AMSD For some reason, reset player to defaults doesn't do all of the spiffy things that it should... //so some of it will be doneon the side PlayerToRestart.ResetPlayerToDefaults(); SuperResult = Super.RestartPlayer(aPlayer); //Restore Augs PlayerToRestart.ClearAugmentationDisplay(); PlayerToRestart.AugmentationSystem.CreateAugmentations(PlayerToRestart); PlayerToRestart.AugmentationSystem.AddDefaultAugmentations(); //Restore Bio-Energy PlayerToRestart.Energy = PlayerToRestart.EnergyMax; //Restore Skills PlayerToRestart.SkillSystem.CreateSkills(PlayerToRestart); //Replace with skill points based on game info. SetupAbilities(PlayerToRestart); PlayerToRestart.myProjKiller = None; return SuperResult; } function SetupAbilities(DeusExPlayer aPlayer) { if (aPlayer == None) return; aPlayer.SkillPointsAvail = SkillsAvail; aPlayer.SkillPointsAvail = SkillsAvail; if (bAugsAllowed) GrantAugs(aPlayer, InitialAugs); } //DEUS_EX AMSD New algorithm. Gets a weighting on each player start, finds the one with the highest weight. //Different game types can have different weighting functions. function NavigationPoint FindPlayerStart( Pawn Player, optional byte InTeam, optional string incomingName ) { local PlayerStart Dest; local PlayerStart BestDest; local float BestWeight; local float CurWeight; BestWeight = -100001; BestDest = None; foreach AllActors( class 'PlayerStart', Dest ) { if( Dest.bSinglePlayerStart && Dest.bEnabled ) { CurWeight = EvaluatePlayerStart(Player,Dest,InTeam); if (CurWeight > BestWeight) { BestDest = Dest; BestWeight = CurWeight; } } } if (BestDest != None) return BestDest; // if none, reenable them all, and just pick one. log("All single player starts were disabled, reenabling all"); foreach AllActors( class 'PlayerStart', Dest ) { if( Dest.bSinglePlayerStart ) Dest.bEnabled = true; } foreach AllActors( class 'PlayerStart', Dest) { if( Dest.bSinglePlayerStart && Dest.bEnabled ) { Dest.bEnabled = false; return Dest; } } log( "ERROR! No single player start found" ); return None; } // Just makes sure that no other player is in that starting point, and assigns // an additional random factor. function float EvaluatePlayerStart(Pawn Player, PlayerStart PointToEvaluate, optional byte InTeam) { local bool bTooClose; local DeusExPlayer OtherPlayer; local Pawn CurPawn; local float Dist; bTooClose = False; for (CurPawn = Level.PawnList; CurPawn != None; CurPawn = CurPawn.NextPawn) { OtherPlayer = DeusExPlayer(CurPawn); if ((OtherPlayer != None) && (OtherPlayer != Player)) { Dist = VSize(OtherPlayer.Location - PointToEvaluate.Location); if (VSize(OtherPlayer.Location - PointToEvaluate.Location) < 100.0) { bTooClose = TRUE; } } } if (bTooClose) return -100000; else return FRand(); } // // HandleDeathNotification // function HandleDeathNotification( Pawn killer, Pawn killee ) { local bool killedSelf, valid; killedSelf = (killer == killee); if (( killee != None ) && killee.IsA('DeusExPlayer')) { valid = DeusExPlayer(killee).killProfile.bValid; if ( killedSelf ) valid = False; DeusExPlayer(killee).MultiplayerDeathMsg( killer, killedSelf, valid, DeusExPlayer(killee).killProfile.name, DeusExPlayer(killee).killProfile.methodStr ); } } // // Killed DEUS_EX AMSD Killed function for broadcasting death messages // function Killed( pawn Killer, pawn Other, name damageType ) { local bool NotifyDeath; local DeusExPlayer otherPlayer; local Pawn CurPawn; if ( bFreezeScores ) return; NotifyDeath = False; // Record the death no matter what, and reset the streak counter if ( Other.bIsPlayer ) { otherPlayer = DeusExPlayer(Other); Other.PlayerReplicationInfo.Deaths += 1; Other.PlayerReplicationInfo.Streak = 0; // Penalize the player that commits suicide by losing a kill, but don't take them below zero if ((Killer == Other) || (Killer == None)) { if ( Other.PlayerReplicationInfo.Score > 0 ) { if (( DeusExProjectile(otherPlayer.myProjKiller) != None ) && DeusExProjectile(otherPlayer.myProjKiller).bAggressiveExploded ) { // Don't dock them if it nano exploded in their face } else Other.PlayerReplicationInfo.Score -= 1; } } NotifyDeath = True; } //both players... if ((Killer.bIsPlayer) && (Other.bIsPlayer)) { //Add to console log as well (with pri id) so that kick/kickban can work better log(Killer.PlayerReplicationInfo.PlayerName$"("$Killer.PlayerReplicationInfo.PlayerID$") killed "$Other.PlayerReplicationInfo.PlayerName $ otherPlayer.killProfile.methodStr); for (CurPawn = Level.PawnList; CurPawn != None; CurPawn = CurPawn.NextPawn) { if ((CurPawn.IsA('DeusExPlayer')) && (DeusExPlayer(CurPawn).bAdmin)) DeusExPlayer(CurPawn).LocalLog(Killer.PlayerReplicationInfo.PlayerName$"("$Killer.PlayerReplicationInfo.PlayerID$") killed "$Other.PlayerReplicationInfo.PlayerName $ otherPlayer.killProfile.methodStr); } if ( otherPlayer.killProfile.methodStr ~= "None" ) BroadcastMessage(Killer.PlayerReplicationInfo.PlayerName$" killed "$Other.PlayerReplicationInfo.PlayerName$".",false,'DeathMessage'); else BroadcastMessage(Killer.PlayerReplicationInfo.PlayerName$" killed "$Other.PlayerReplicationInfo.PlayerName $ otherPlayer.killProfile.methodStr, false, 'DeathMessage'); if (Killer != Other) { // Penalize for killing your teammates if ((TeamDMGame(Self) != None) && (TeamDMGame(Self).ArePlayersAllied(DeusExPlayer(Other),DeusExPlayer(Killer)))) { if ( Killer.PlayerReplicationInfo.Score > 0 ) Killer.PlayerReplicationInfo.Score -= 1; DeusExPlayer(Killer).MultiplayerNotifyMsg( DeusExPlayer(Killer).MPMSG_KilledTeammate, 0, "" ); } else { // Grant the kill to the killer, and increase his streak Killer.PlayerReplicationInfo.Score += 1; Killer.PlayerReplicationInfo.Streak += 1; Reward(Killer); // Check for victory conditions and end the match if need be if ( DeathMatchGame(Self) != None ) { if ( DeathMatchGame(Self).CheckVictoryConditions(Killer, Other, otherPlayer.killProfile.methodStr) ) { bFreezeScores = True; NotifyDeath = False; } } if ( TeamDMGame(Self) != None ) { if ( TeamDMGame(Self).CheckVictoryConditions(Killer, Other, otherPlayer.killProfile.methodStr) ) { bFreezeScores = True; NotifyDeath = False; } } } } if ( NotifyDeath ) HandleDeathNotification( Killer, Other ); } else { if (NotifyDeath) HandleDeathNotification( Killer, Other ); Super.Killed(Killer,Other,damageType); } } //------------------------------------------------------------------------------------------------- // Tick() //------------------------------------------------------------------------------------------------- function Tick( float deltaTime ) { local bool bCheck; local float timeLimit, notifySec; bCheck = False; if ( Role == ROLE_Authority ) { timeLimit = float(ScoreToWin)*60.0; notifySec = timeLimit - NotifyMinutes * 60.0; bCheck = ((VictoryCondition ~= "Time") && (((Level.Timeseconds>timeLimit) && !bCycleMap) || ((Level.Timeseconds>notifySec) && ( timeLimit > NotifyMinutes*60.0*2.0 ) && !bPrimaryNotice))); if ( bCheck ) { // Check for victory conditions and end the match if need be if ( DeathMatchGame(Self) != None ) DeathMatchGame(Self).CheckVictoryConditions( None, None, "" ); if ( TeamDMGame(Self) != None ) TeamDMGame(Self).CheckVictoryConditions( None, None, "" ); } } Super.Tick( deltaTime ); } //------------------------------------------------------------------------------------------------- // Reward() //------------------------------------------------------------------------------------------------- function Reward(pawn Rewardee) { local DeusExPlayer PlayerToReward; PlayerToReward = DeusExPlayer(Rewardee); if (PlayerToReward != None) { // MB Removed some of this so it's not quite so cluttered // if (SkillsPerKill > 0) // PlayerToReward.ClientMessage("Rewarding you with "$SkillsPerKill$" skill points."); PlayerToReward.SkillPointsAdd(SkillsPerKill); // if (GlobalUpgradesPerKill > 0) // PlayerToReward.ClientMessage("Raising all augmentations by "$GlobalUpgradesPerKill$"."); // Took this out because we are now always level 4 augs : MBCODE // PlayerToReward.AugmentationSystem.IncreaseAllAugs(GlobalUpgradesPerKill); if ((AugsPerKill > 0) && (bAugsAllowed)) { // PlayerToReward.ClientMessage("Granting additional augmentations"); GrantAugs(PlayerToReward, AugsPerKill); } } } //------------------------------------------------------------------------------------------------- // GrantAugs() //------------------------------------------------------------------------------------------------- function GrantAugs(DeusExPlayer Player, int NumAugs) { Player.GrantAugs(NumAugs); } //------------------------------------------------------------------------------------------------- // RefreshScoreArray() //------------------------------------------------------------------------------------------------- simulated function RefreshScoreArray( DeusExPlayer player ) { local PlayerReplicationInfo lpri; local PlayerPawn pp; local int i; pp = player.GetPlayerPawn(); if ( pp == None ) return; scorePlayers = 0; for ( i = 0; i < 32; i++ ) { if ( pp.GameReplicationInfo.PRIArray[i] != None ) { lpri = pp.GameReplicationInfo.PRIArray[i]; if ( !lpri.bIsSpectator || lpri.bWaitingPlayer ) { scoreArray[scorePlayers].PlayerName = lpri.PlayerName; scoreArray[scorePlayers].score = lpri.Score; scoreArray[scorePlayers].deaths = lpri.Deaths; scoreArray[scorePlayers].streak = lpri.Streak; scoreArray[scorePlayers].team = lpri.Team; scoreArray[scorePlayers].PlayerID = lpri.PlayerID; scorePlayers += 1; if ( scorePlayers == ArrayCount(scoreArray) ) break; } } } } //------------------------------------------------------------------------------------------------- // SortScores() //------------------------------------------------------------------------------------------------- simulated function SortScores() { local PlayerReplicationInfo tmpri; local int i, j, max; local ScoreElement tmpSE; for ( i = 0; i < scorePlayers-1; i++ ) { max = i; for ( j = i+1; j < scorePlayers; j++ ) { if ( scoreArray[j].score > scoreArray[max].score ) max = j; else if (( scoreArray[j].score == scoreArray[max].score) && (scoreArray[j].deaths < scoreArray[max].deaths)) max = j; } tmpSE = scoreArray[max]; scoreArray[max] = scoreArray[i]; scoreArray[i] = tmpSE; } } //------------------------------------------------------------------------------------------------- // DrawNameAndScore() //------------------------------------------------------------------------------------------------- simulated function DrawNameAndScore( GC gc, ScoreElement se, float screenWidth, float yoffset ) { local float x, w, h, w2, xoffset, killcx, deathcx, streakcx; local String str; // Draw Name str = se.PlayerName; gc.GetTextExtent( 0, w, h, str ); x = screenWidth * PlayerX; gc.DrawText( x, yoffset, w, h, str ); // Draw Kills str = "00"; gc.GetTextExtent( 0, w, h, KillsString ); killcx = screenWidth * KillsX + w * 0.5; gc.GetTextExtent( 0, w, h, str ); str = int(se.Score) $ ""; gc.GetTextExtent( 0, w2, h, str ); x = killcx + (w * 0.5) - w2; gc.DrawText( x, yoffset, w2, h, str ); // Draw Deaths gc.GetTextExtent( 0, w2, h, DeathsString ); deathcx = screenWidth * DeathsX + w2 * 0.5; str = int(se.Deaths) $ ""; gc.GetTextExtent( 0, w2, h, str ); x = deathcx + (w * 0.5) - w2; gc.DrawText( x, yoffset, w2, h, str ); // Draw Streak gc.GetTextExtent( 0, w2, h, StreakString ); streakcx = screenWidth * StreakX + w2 * 0.5; str = int(se.Streak) $ ""; gc.GetTextExtent( 0, w2, h, str ); x = streakcx + (w * 0.5) - w2; gc.DrawText( x, yoffset, w2, h, str ); } //------------------------------------------------------------------------------------------------- // ShowScores() //------------------------------------------------------------------------------------------------- simulated function DrawHeaders( GC gc, float screenWidth, float yoffset ) { local float x, w, h, barLen; // Player header gc.GetTextExtent( 0, w, h, PlayerString ); x = screenWidth * PlayerX; gc.DrawText( x, yoffset, w, h, PlayerString ); // Kills header gc.GetTextExtent( 0, w, h, KillsString ); x = screenWidth * KillsX; gc.DrawText( x, yoffset, w, h, KillsString ); // Deaths header gc.GetTextExtent( 0, w, h, DeathsString ); x = screenWidth * DeathsX; gc.DrawText( x, yoffset, w, h, DeathsString ); // Deaths header gc.GetTextExtent( 0, w, h, StreakString ); x = screenWidth * StreakX; gc.DrawText( x, yoffset, w, h, StreakString ); gc.SetTileColorRGB(255,255,255); gc.DrawBox( PlayerX * screenWidth, yoffset+h, (x + w)-(PlayerX*screenWidth), 1, 0, 0, 1, Texture'Solid'); } // --------------------------------------------------------------------- // NotifyGameStatus // --------------------------------------------------------------------- function NotifyGameStatus( int param, String winningStr, bool bTimeCondition, bool bPrimary ) { local Pawn curPawn; if (( TeamDMGame(Self) != None ) && (VictoryCondition ~= "Frags")) { if ( bPrimary ) { if ( winningStr ~= TeamNsfString ) { if ( bPrimaryNsf ) return; else bPrimaryNsf = True; } if ( winningStr ~= TeamUnatcoString ) { if ( bPrimaryUnatco ) return; else bPrimaryUnatco = True; } } else { if ( winningStr ~= TeamNsfString ) { if ( bSecondaryNsf ) return; else bSecondaryNsf = True; } if ( winningStr ~= TeamUnatcoString ) { if ( bSecondaryUnatco ) return; else bSecondaryUnatco = True; } } } else { if ( bPrimary ) { if ( bPrimaryNotice ) return; else bPrimaryNotice = True; } else { if ( bSecondaryNotice ) return; else bSecondaryNotice = True; } } for ( curPawn = Level.PawnList; curPawn != None; curPawn = curPawn.nextPawn ) { if ( curPawn.IsA('DeusExPlayer') ) { if ( bTimeCondition ) DeusExPlayer(curPawn).MultiplayerNotifyMsg( DeusExPlayer(curPawn).MPMSG_TimeNearEnd, param, winningStr ); else DeusExPlayer(curPawn).MultiplayerNotifyMsg( DeusExPlayer(curPawn).MPMSG_CloseKills, param, winningStr ); } } } // --------------------------------------------------------------------- // ContinueMsg() // --------------------------------------------------------------------- simulated function ContinueMsg( GC gc, float screenWidth, float screenHeight ) { local String str; local float x, y, w, h; local int t; if ( bNewMap && !bClientNewMap) { NewMapTime = Level.Timeseconds + NewMapDelay - 0.5; bClientNewMap = True; } t = int(NewMapTime - Level.Timeseconds); if ( t < 0 ) t = 0; str = t $ NewMapSecondsString; gc.SetTextColor( WhiteColor ); gc.SetFont(Font'FontMenuTitle'); gc.GetTextExtent( 0, w, h, str ); x = (screenWidth * 0.5) - (w * 0.5); y = screenHeight * FireContY; gc.DrawText( x, y, w, h, str ); y += (h*2.0); str = EscapeString; gc.GetTextExtent( 0, w, h, str ); x = (screenWidth * 0.5) - (w * 0.5); gc.DrawText( x, y, w, h, str ); } // --------------------------------------------------------------------- // GetRules() // --------------------------------------------------------------------- function string GetRules() { local string ResultSet; ResultSet = ""; ResultSet = ResultSet $ "\\SkillsAvail\\" $ SkillsAvail; ResultSet = ResultSet $ "\\SkillsPerKill\\" $ SkillsPerKill; if (bAugsAllowed) { ResultSet = ResultSet $ "\\InitialAugs\\" $ InitialAugs; ResultSet = ResultSet $ "\\AugsPerKill\\" $ AugsPerKill; } else ResultSet = ResultSet $ "\\AugsAllowed\\" $ bAugsAllowed; if (VictoryCondition ~= "Frags") ResultSet = ResultSet $ "\\KillsToWin\\" $ ScoreToWin; else if (VictoryCondition ~= "Time") ResultSet = ResultSet $ "\\TimeToWin\\" $ ScoreToWin; ResultSet = ResultSet $ Super.GetRules(); return ResultSet; } // --------------------------------------------------------------------- // Timer() // --------------------------------------------------------------------- function Timer() { local string URLstr; local DXMapList mapList; if ( bCycleMap ) { mapList = Spawn(class'DXMapList'); URLstr = mapList.GetNextMap(); mapList.Destroy(); bCycleMap = False; Level.ServerTravel( URLstr, False ); bFreezeScores = False; } } // // PreGameOver // function PreGameOver() { local Computers comp; // Close out any computer screens foreach AllActors( class'Computers', comp ) { if ((comp != None ) && ( comp.curFrobber != None )) { // This is for the client comp.curFrobber.CloseThisComputer( comp ); // This is for the server comp.curFrobber.CloseComputerScreen( comp ); } } } // --------------------------------------------------------------------- // GameOver() // Any things to be done at end of game before notices have been sent out // --------------------------------------------------------------------- function GameOver() { if (bTrackWeapons) { log("======>Pistol Stats. Shots: "$PistolShotsFired$", Hits: "$PistolShotsHit$", Damage: "$PistolAverageHitDamage); log("======>StealthPistol Stats. Shots: "$StealthPistolShotsFired$", Hits: "$StealthPistolShotsHit$", Damage: "$StealthPistolAverageHitDamage); log("======>AssaultRifle Stats. Shots: "$AssaultRifleShotsFired$", Hits: "$AssaultRifleShotsHit$", Damage: "$AssaultRifleAverageHitDamage); log("======>AssaultShotgun Stats. Shots: "$AssaultShotgunShotsFired$", Hits: "$AssaultShotgunShotsHit$", Damage: "$AssaultShotgunAverageHitDamage); log("======>SawedOffShotgun Stats. Shots: "$SawedOffShotgunShotsFired$", Hits: "$SawedOffShotgunShotsHit$", Damage: "$SawedOffShotgunAverageHitDamage); log("======>SniperRifle Stats. Shots: "$SniperRifleShotsFired$", Hits: "$SniperRifleShotsHit$", Damage: "$SniperRifleAverageHitDamage); } bNewMap = True; bCycleMap = True; SetTimer( NewMapDelay, false ); } // --------------------------------------------------------------------- // TrackWeapon() // For tracking stats of used weapons // ugly and slow // --------------------------------------------------------------------- simulated function TrackWeapon(DeusExWeapon WeaponUsed, float RawDamage) { if (!bTrackWeapons) return; if (WeaponUsed.IsA('WeaponPistol')) TrackPistol(WeaponPistol(WeaponUsed),RawDamage); else if (WeaponUsed.IsA('WeaponStealthPistol')) TrackStealthPistol(WeaponStealthPistol(WeaponUsed),RawDamage); else if (WeaponUsed.IsA('WeaponAssaultGun')) TrackAssaultRifle(WeaponAssaultGun(WeaponUsed),RawDamage); else if (WeaponUsed.IsA('WeaponAssaultShotgun')) TrackAssaultShotgun(WeaponAssaultShotgun(WeaponUsed),RawDamage); else if (WeaponUsed.IsA('WeaponRifle')) TrackSniperRifle(WeaponRifle(WeaponUsed),RawDamage); else if (WeaponUsed.IsA('WeaponSawedOffShotgun')) TrackSawedOffShotgun(WeaponSawedOffShotgun(WeaponUsed),RawDamage); } simulated function TrackPistol(WeaponPistol PistolUsed, float RawDamage) { PistolShotsFired++; if (RawDamage > 0) { PistolShotsHit++; PistolAverageHitDamage = (PistolAverageHitDamage*(PistolShotsHit - 1) + RawDamage)/PistolShotsHit; } } simulated function TrackStealthPistol(WeaponStealthPistol StealthPistolUsed, float RawDamage) { StealthPistolShotsFired++; if (RawDamage > 0) { StealthPistolShotsHit++; StealthPistolAverageHitDamage = (StealthPistolAverageHitDamage*(StealthPistolShotsHit - 1) + RawDamage)/StealthPistolShotsHit; } } simulated function TrackAssaultRifle(WeaponAssaultGun AssaultRifleUsed, float RawDamage) { AssaultRifleShotsFired++; if (RawDamage > 0) { AssaultRifleShotsHit++; AssaultRifleAverageHitDamage = (AssaultRifleAverageHitDamage*(AssaultRifleShotsHit - 1) + RawDamage)/AssaultRifleShotsHit; } } simulated function TrackAssaultShotgun(WeaponAssaultShotgun AssaultShotgunUsed, float RawDamage) { AssaultShotgunShotsFired++; if (RawDamage > 0) { AssaultShotgunShotsHit++; AssaultShotgunAverageHitDamage = (AssaultShotgunAverageHitDamage*(AssaultShotgunShotsHit - 1) + RawDamage)/AssaultShotgunShotsHit; } } simulated function TrackSawedOffShotgun(WeaponSawedOffShotgun SawedOffShotgunUsed, float RawDamage) { SawedOffShotgunShotsFired++; if (RawDamage > 0) { SawedOffShotgunShotsHit++; SawedOffShotgunAverageHitDamage = (SawedOffShotgunAverageHitDamage*(SawedOffShotgunShotsHit - 1) + RawDamage)/SawedOffShotgunShotsHit; } } simulated function TrackSniperRifle(WeaponRifle SniperRifleUsed, float RawDamage) { SniperRifleShotsFired++; if (RawDamage > 0) { SniperRifleShotsHit++; SniperRifleAverageHitDamage = (SniperRifleAverageHitDamage*(SniperRifleShotsHit - 1) + RawDamage)/SniperRifleShotsHit; } } // --------------------------------------------------------------------- // ResetNonCustomizableOptions() // Stub for sub gametypes to keep people from changing things in the configs. // --------------------------------------------------------------------- function ResetNonCustomizableOptions() { } // ---------------------------------------------------------------------- // CheckPlayerWindow() // ---------------------------------------------------------------------- function CheckPlayerWindow(PlayerPawn CheckPlayer) { if (DeusExPlayer(CheckPlayer) != None) DeusExPlayer(CheckPlayer).VerifyRootWindow(Class'DeusEx.DeusExRootWindow'); } // ---------------------------------------------------------------------- // CheckPlayerConsole() // ---------------------------------------------------------------------- function CheckPlayerConsole(PlayerPawn CheckPlayer) { if (DeusExPlayer(CheckPlayer) != None) DeusExPlayer(CheckPlayer).VerifyConsole(Class'Engine.Console'); } // ---------------------------------------------------------------------- // FailRootWindowCheck() // ---------------------------------------------------------------------- function FailRootWindowCheck(PlayerPawn FailPlayer) { if (DeusExPlayer(FailPlayer) != None) DeusExPlayer(FailPlayer).ForceDisconnect("Invalid RootWindow class, disconnecting"); } // ---------------------------------------------------------------------- // FailConsoleCheck() // ---------------------------------------------------------------------- function FailConsoleCheck(PlayerPawn FailPlayer) { if (DeusExPlayer(FailPlayer) != None) DeusExPlayer(FailPlayer).ForceDisconnect("Invalid Console class, disconnecting"); } // --------------------------------------------------------------------- // ChangeTeam() // --------------------------------------------------------------------- function bool ChangeTeam(Pawn PawnToChange, int NewTeam) { return Super.ChangeTeam(PawnToChange,NewTeam); } function bool CanSpectate( pawn Viewer, actor ViewTarget ) { return false; } defaultproperties { SkillsTotal=2000 SkillsAvail=2000 SkillsPerKill=2000 InitialAugs=2 AugsPerKill=2 ScoreToWin=15 VictoryCondition="Time" MPSkillStartLevel=1 CurrentMap="DXMP_Cmd" fFriendlyFireMult=0.500000 bChangeLevels=True bAutoInstall=True bSpawnEffects=True bAugsAllowed=True EndHiding=0.010000 bCustomizable=True TooManyPlayers="Too many players" WhiteColor=(R=255,G=255,B=255) SilverColor=(R=138,G=164,B=166) RedColor=(R=255) GreenColor=(G=255) GoldColor=(R=255,G=255) StreakString="Current Streak" KillsString="Kills" DeathsString="Deaths" PlayerString="Player" NewMapSecondsString=" seconds to new map." WonMatchString=" has won the match!" EscapeString="Press <Escape> to disconnect." MatchEnd1String="The match ended with " MatchEnd2String=" taking out " TeamNsfString="Team NSF" TeamUnatcoString="Team Unatco" TeamDrawString="The match is a draw!" DefaultPlayerClass=Class'DeusEx.JCDentonMale' bAlwaysRelevant=True } |
Overview | Package | Class | Source | Class tree | Glossary | Deus Ex UnrealScript Documentation |
previous class next class | frames no frames |