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DeusEx.DeusExMPGame


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//=============================================================================
// 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
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:25.555 - Created with UnCodeX