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//============================================================================= // LevelInfo contains information about the current level. There should // be one per level and it should be actor 0. UnrealEd creates each level's // LevelInfo automatically so you should never have to place one // manually. // // The ZoneInfo properties in the LevelInfo are used to define // the properties of all zones which don't themselves have ZoneInfo. //============================================================================= class LevelInfo extends ZoneInfo native; // Textures. #exec Texture Import File=Textures\DefaultTexture.pcx //----------------------------------------------------------------------------- // Level time. // Time passage. var() float TimeDilation; // Normally 1 - scales real time passage. // Current time. var float TimeSeconds; // Time in seconds since level began play. var transient int Year; // Year. var transient int Month; // Month. var transient int Day; // Day of month. var transient int DayOfWeek; // Day of week. var transient int Hour; // Hour. var transient int Minute; // Minute. var transient int Second; // Second. var transient int Millisecond; // Millisecond. //----------------------------------------------------------------------------- // Text info about level. var() localized string Title; var() string Author; // Who built it. var() localized string IdealPlayerCount;// Ideal number of players for this level. I.E.: 6-8 var() int RecommendedEnemies; // number of enemy bots recommended (used by rated games) var() int RecommendedTeammates; // number of friendly bots recommended (used by rated games) var() localized string LevelEnterText; // Message to tell players when they enter. var() string LocalizedPkg; // Package to look in for localizations. var string Pauser; // If paused, name of person pausing the game. var levelsummary Summary; //----------------------------------------------------------------------------- // Flags affecting the level. var() bool bLonePlayer; // No multiplayer coordination, i.e. for entranceways. var bool bBegunPlay; // Whether gameplay has begun. var bool bPlayersOnly; // Only update players. var bool bHighDetailMode; // Client high-detail mode. var bool bDropDetail; // frame rate is below DesiredFrameRate, so drop high detail actors var bool bAggressiveLOD; // frame rate is well below DesiredFrameRate, so make LOD more aggressive var bool bStartup; // Starting gameplay. var() bool bHumansOnly; // Only allow "human" player pawns in this level var bool bNoCheating; var bool bAllowFOV; //----------------------------------------------------------------------------- // Audio properties. var(Audio) const music Song; // Default song for level. var(Audio) const byte SongSection; // Default song order for level. var(Audio) const byte CdTrack; // Default CD track for level. var(Audio) float PlayerDoppler; // Player doppler shift, 0=none, 1=full. //----------------------------------------------------------------------------- // Miscellaneous information. var() float Brightness; var() texture Screenshot; var texture DefaultTexture; var int HubStackLevel; var transient enum ELevelAction { LEVACT_None, LEVACT_Loading, LEVACT_Saving, LEVACT_Connecting, LEVACT_Precaching } LevelAction; //----------------------------------------------------------------------------- // Renderer Management. var() bool bNeverPrecache; //----------------------------------------------------------------------------- // Networking. var enum ENetMode { NM_Standalone, // Standalone game. NM_DedicatedServer, // Dedicated server, no local client. NM_ListenServer, // Listen server. NM_Client // Client only, no local server. } NetMode; var string ComputerName; // Machine's name according to the OS. var string EngineVersion; // Engine version. var string MinNetVersion; // Min engine version that is net compatible. //----------------------------------------------------------------------------- // Gameplay rules var() class<gameinfo> DefaultGameType; var GameInfo Game; //----------------------------------------------------------------------------- // Navigation point and Pawn lists (chained using nextNavigationPoint and nextPawn). var const NavigationPoint NavigationPointList; var const Pawn PawnList; // DEUS_EX STM var const EventManager EventManager; //----------------------------------------------------------------------------- // Server related. var string NextURL; var bool bNextItems; var float NextSwitchCountdown; //----------------------------------------------------------------------------- // Actor Performance Management var int AIProfile[8]; // TEMP statistics var float AvgAITime; //moving average of Actor time //----------------------------------------------------------------------------- // Physics control var() bool bCheckWalkSurfaces; // enable texture-specific physics code for Pawns. //----------------------------------------------------------------------------- // Spawn notification list var SpawnNotify SpawnNotify; //----------------------------------------------------------------------------- // Functions. // // Return the URL of this level on the local machine. // native simulated function string GetLocalURL(); // // Return the URL of this level, which may possibly // exist on a remote machine. // native simulated function string GetAddressURL(); // // Jump the server to a new level. // event ServerTravel( string URL, bool bItems ) { if (NetMode == NM_Standalone) return; if( NextURL=="" ) { bNextItems = bItems; NextURL = URL; if( Game!=None ) Game.ProcessServerTravel( URL, bItems ); else NextSwitchCountdown = 0; } } // DEUS_EX STM // // Initialize the event manager. // native(650) final function InitEventManager(); function PreBeginPlay() { Super.PreBeginPlay(); InitEventManager(); } //----------------------------------------------------------------------------- // Network replication. replication { reliable if( Role==ROLE_Authority ) Pauser, TimeDilation, bNoCheating, bAllowFOV; } defaultproperties { TimeDilation=1.000000 Title="Untitled" bHighDetailMode=True CdTrack=255 Brightness=1.000000 DefaultTexture=Texture'Engine.DefaultTexture' bHiddenEd=True } |
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