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U2.XMPGame

Extends
GameInfo

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.GameInfo
         |   
         +-- U2.XMPGame

Direct Known Subclasses:

AsteroidGame

Constants Summary
MaxEnergySources=16

Variables Summary
array<ArtifactInfo>ArtInfo
boolbAutoShuffleTeams
boolbJumpJetRechargesOnLanding
boolbTeamAutobalance
array<ConsumerInfoT>ConsumerList
array<int>CountdownAlertTimes
intCountdownIndex
DeploymentPointDeploymentPointList
intElapsedTime
floatEndTime
EnergySourceEnergySources[MaxEnergySources]
array<FeatureThresholdT>EnergyThresholds
intGameEndUIEvent
floatJumpJetRechargeTime
floatLastArtifactCamperCheckTime
floatLastCriticalLevelTime
stringLimboLocationString
intMaxArtifactCarryTime
intNextLevelLoadingUIEvent
intNumEnergySources
intRemainingTime
intRespawnDelaySeconds
intRespawnTimer
intRestartWait
ScoreKeeperScoreKeeper
class<ScoreKeeper>ScoreKeeperClass
array<TeamEnergyInfoT>TeamEnergyInfo
floatTeamEnergyInitial
floatTeamEnergyMax
floatTeamFeatureWarningThreshold
intUniqueArtifactID
XMPGame
floatAllArtifactsCheckDelay
floatArtifactCamperCheckInterval
floatEnergyCriticalLevel
floatEnergyCriticalTimeout
Inherited Variables from Engine.GameInfo
AccessControl, AccessControlClass, Acronym, AutoAim, bAdminCanPause, bAllowBehindView, bAllowWeaponThrowing, bAlreadyChanged, bAlternateMode, BaseMutator, bCanChangeSkin, bCanViewOthers, bChangeLevels, bClearBannedBetweenMaps, bDelayedStart, bDisplayHud, BeaconName, bEnableStatLogging, bGameEnded, bGameRestarted, bKeepSamePlayerStart, bLoggingGame, bOverTime, bPauseable, bRestartLevel, BroadcastHandler, BroadcastHandlerClass, bTeamGame, bWaitingToStartMatch, bWeaponStay, bWelcomePending, CurrentID, DeathMessageClass, DecoTextName, DefaultPlayerClassName, DefaultPlayerName, FearCostFallOff, GameDifficulty, GameMessageClass, GameName, GameReplicationInfo, GameReplicationInfoClass, GameRulesModifiers, GameSpeed, GameStats, GameStatsClass, GIPropsDisplayText[11], GIPropsExtras[2], GoalScore, GoreLevel, HUDType, MapListType, MapPrefix, MaxLives, MaxPlayers, MaxSpectators, MinTeamChangeDelay, MutatorClass, NumBots, NumPlayers, NumSpectators, OtherMesgGroup, PauseKey, PlayerControllerClass, PlayerControllerClassName, PreMatchWait, ScoreboardType, ScreenShotName, SecurityClass, StartTime, TeamDamage, TimeLimit, Version, VoiceChatters

Enumerations Summary
EArtifactState
AS_Stored, AS_Dropped, AS_Carried
EFeatureState
FS_Offline, FS_AlmostOffline, FS_Online

Structures Summary
ArtifactInfo
ID, Type, Team, Carrier, State, StolenTime, bCamping
ConsumerInfoT
Consumer, EnergyCostPerSec, AdditionalPctCost
FeatureThresholdT
Feature, Threshold
TeamEnergyInfoT
LastTeamEnergy, bWarned
Inherited Structures from Engine.GameInfo
VoiceChatterInfo
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine

Functions Summary
function AddArtifactPickup (Pickup PickupActor)
function AddDefaultInventory (pawn PlayerPawn)
function AddDefaultPowerSuit (Pawn PlayerPawn)
function AddDeployPoint (Actor DeployPointActor)
functionint ArtifactsNeededToWin ()
function BeginState ()
MatchInProgress
function BeginState ()
MatchOver
functionbool CanSpectate (PlayerController Viewer, bool bOnlySpectator, actor ViewTarget)
function ChangeFeatureStatus (int FeatureIndex, EFeatureState Status, int TeamNumber)
function ChangeName (Controller Other, coerce string S, bool bNameChange)
functionbool ChangeTeam (Controller Other, int N, bool bNewTeam)
functionbool ChangeTeam (Controller Other, int num, bool bNewTeam)
MatchOver
functionbool CheckCanChangeTeam (Controller Other, int N)
function CheckConsumerList (float DeltaSeconds)
function CheckForAllArtifactsInPlay ()
function CheckForAllArtifactsInPlayTimer ()
function CheckForArtifactCampers ()
function CheckForArtifactWin (int WinningTeam, Pawn Carrier)
functionbool CheckForHasAllArtifacts (int InTeam)
functionbool CheckForSituationCritical (class<LocalMessage> MessageType)
functionbool CheckForSituationCriticalReturned ()
functionbool CheckForSituationCriticalScored ()
functionbool CheckForSituationCriticalStolen ()
function CheckForTeamEnergyWin ()
function CheckTeamEnergy ()
function Deploy ()
function DeployPlayers (DeploymentPoint ReadyToDeployPoint, optional Controller aPlayer)
event Destroyed ()
function DiscardInventory (Pawn Other)
functionfloat DrainTeamEnergy (int TeamNumber, float EnergyAmount, name Reason)
functionfloat DrainTeamEnergy (int TeamNumber, float EnergyAmount, name Reason)
MatchOver
function EndGame (PlayerReplicationInfo Winner, string Reason)
functionNavigationPoint FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName)
function ForceDeploy (U2PlayerController aPlayer)
functionint GetArtifactID (class<Inventory> InvClass, int NewTeam)
functionint GetArtifactTeam (int ArtifactID)
functionclass<ArtifactGetArtifactType (int ArtifactID)
functionint GetAverageTeamSize ()
functionDeploymentPoint GetNextDeploymentPoint (DeploymentPoint prevDP, optional Controller C)
function GetServerDetails (out ServerResponseLine ServerState)
functionbyte GetSmallestTeam ()
function HandleCountdownAlert ()
function HandleTeamEnergyWin (int LosingTeam)
function HandleTeamWon (Pawn Winner, Actor WinningViewTarget, string WinningReason)
functionbool HasAllDeployPoints (int InTeam)
functionbool HasAllEnergySources (int InTeam)
function InitArtifactScoreboard ()
function InitScoreStats (Controller aPlayer)
functionbool IsArtifactCamping (int InfoIndex)
functionbool IsReadyToRedeploy (PlayerController Player, DeploymentPoint DeployPoint)
functionbool IsTeamFeatureOnline (name Feature, int TeamNumber)
function Killed (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType)
function LockInCurrentDeployPoint (U2PlayerController InC)
functionint NextUniqueID ()
function NotifyArtifactDropped (int ArtifactID, Pawn Carrier)
function NotifyArtifactExists (int ArtifactID, int TeamIndex, class<Artifact> ArtifactType)
function NotifyArtifactPickedup (int ArtifactID, Pawn Carrier)
function NotifyArtifactSentHome (int ArtifactID, Pawn Carrier, class<Inventory> ArtifactClass)
function NotifyArtifactStolen (int ArtifactID, Pawn Carrier)
function NotifyArtifactStored (int ArtifactID, Pawn Carrier)
function NotifyDeployableDestroyed (Controller Killer, Actor Killed)
function NotifyDeployPointHacked (Actor HackedDP, int OldTeam)
function NotifyDriverEnter (Pawn EnteredPawn, PlayerController DriverC, Pawn DriverP)
function NotifyDriverLeave (Pawn ExitedPawn, PlayerController DriverC, Pawn DriverP)
function NotifyHackedDeployPoint (Controller PrimaryHacker, Controller SecondaryHacker)
function NotifyHackedEnergySource (Actor HackedES, Controller PrimaryHacker, optional Controller SecondaryHacker)
function NotifyHackedOther (Controller PrimaryHacker, Controller SecondaryHacker)
function NotifyHealTeammateWithPack (Controller PackOwner, Controller PackReceiver)
function NotifyRepairTeammateWithPack (Controller PackOwner, Controller PackReceiver)
function NotifyResupplyTeammateWithPack (Controller PackOwner, Controller PackReceiver)
function NotifyRevived (Controller Reviver, Controller Wounded)
function NotifyTeammateHealTime (Controller User, Controller Usee, float UseTime)
function NotifyTeammateRepairTime (Controller User, Controller Usee, float UseTime)
function NotifyTeammateResupplyTime (Controller User, Controller Usee, float UseTime)
function NotifyTurretKilled (Controller Killer, Pawn KilledPawn)
function NotifyVehicleKilled (Controller Killer, Pawn KilledPawn)
functionint NumPlayerLockedInAt (DeploymentPoint ReadyToDeployPoint)
functionTeamInfo OtherTeam (TeamInfo Requester)
functionstring ParseMessageString (Mutator BaseMutator, Controller Who, String Message)
functionbyte PickTeam (byte Current, Controller C)
function PlayArtifactStolenMessage (int InTeam)
functionbool PlayerIsSpectating (Controller Other)
function PlayerTappedOut (PlayerController TappedOutC, Pawn TappedOutP)
event PostLogin (PlayerController NewPlayer)
event PreBeginPlay ()
functionint ReduceDamage (int Damage, pawn injured, pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType)
MatchOver
function RegisterConsumer (Actor Consumer, float EnergyCostPerSec)
function RemoveArtifactPickup (Pickup PickupActor)
function RemoveDeployPoint (Actor DeployPointActor)
function RestartGame ()
MatchOver
function RestartPlayer (Controller aPlayer)
MatchOver
function ScoreKill (Controller Killer, Controller Other)
function ScoreKill (Controller Killer, Controller Other)
MatchOver
function SendFeatureMessage (int FeatureIndex, EFeatureState Status, int TeamNumber)
event SetInitialState ()
function SetPawnClass (Controller Player, class<Pawn> NewPawnClass)
function StartMatch ()
function StopPreMatchCountdown ()
PendingMatch
function StoreEnergyFromSources (float DeltaSeconds)
function Timer ()
MatchInProgress
function Timer ()
MatchOver
function Timer ()
PendingMatch
function UnLockCurrentDeployPoint (U2PlayerController InC)
function UnregisterConsumer (Actor Consumer)
function UpdateArtifactInfo (int ArtifactID, int NewTeam, Pawn NewCarrier, EArtifactState NewArtState, optional class<Artifact> ArtifactType)
function UpdateArtifactScore (int ArtIndex)
function UpdateDeployableCost (int Team, name DeployableClassName, float AddedPctCost)
function UpdateTeamEnergy (float DeltaSeconds)
Inherited Functions from Engine.GameInfo
AcceptInventory, AddArtifactPickup, AddDefaultInventory, AddDefaultWeapons, AddDeployPoint, AddMutator, AdminSay, AtCapacity, Broadcast, BroadcastDeathMessage, BroadcastLocalized, BroadcastLocalizedTeam, BroadcastTeam, CanSpectate, ChangeName, ChangeTeam, ChangeVoiceChatter, CheckCanChangeTeam, CheckConsumerList, CheckEndGame, CheckScore, ClearBanned, DetailChange, DiscardInventory, DrainTeamEnergy, EndGame, EndLogging, FindPlayerByID, FindPlayerStart, FindTeamDesignation, GameEnding, GetArtifactID, GetArtifactTeam, GetBeaconText, GetDefaultPlayerClass, GetIntOption, GetKeyValue, GetMapList, GetNetworkNumber, GetNumPlayers, GetServerDetails, GetServerInfo, GetServerPlayers, GetServerPort, GrabOption, HasAllDeployPoints, HasAllEnergySources, HasOption, InitGame, InitGameReplicationInfo, InitLogging, IsOnTeam, IsTeamFeatureOnline, Kick, KickBan, KillBots, Killed, KillEvent, Login, Logout, NotifyArtifactDropped, NotifyArtifactPickedup, NotifyArtifactSentHome, NotifyArtifactStolen, NotifyArtifactStored, NotifyDeployableDestroyed, NotifyDeployPointHacked, NotifyDriverEnter, NotifyDriverLeave, NotifyHackedDeployPoint, NotifyHackedEnergySource, NotifyHackedOther, NotifyHealTeammateWithPack, NotifyKilled, NotifyRepairTeammateWithPack, NotifyResupplyTeammateWithPack, NotifyRevived, NotifyTeammateHealTime, NotifyTeammateRepairTime, NotifyTeammateResupplyTime, NotifyTurretKilled, NotifyVehicleKilled, OtherTeam, ParseKillMessage, ParseMessageString, ParseOption, PickTeam, PickupQuery, PlayerTappedOut, PostBeginPlay, PostLogin, PreBeginPlay, PrecacheGameStaticMeshes, PrecacheGameTextures, PreLogin, PreventDeath, PreventSever, ProcessServerTravel, RatePlayerStart, ReduceDamage, RegisterConsumer, RegisterVehicle, RemoveArtifactPickup, RemoveDeployPoint, Reset, RestartGame, RestartPlayer, ReviewJumpSpots, ScoreEvent, ScoreKill, ScoreObjective, SendPlayer, SetGameSpeed, SetPause, SetPawnClass, SetPlayerDefaults, ShouldRespawn, StartMatch, TeamScoreEvent, Timer, TooManyBots, UnregisterConsumer, UpdateDeployableCost, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UseLowGore

States Summary
MatchInProgress Source code
state MatchInProgress
BeginState, Timer
MatchOver Source code
state MatchOver
BeginState, ChangeTeam, DrainTeamEnergy, ReduceDamage, RestartGame, RestartPlayer, ScoreKill, Timer
PendingMatch Source code
auto state PendingMatch
StopPreMatchCountdown, Timer


Constants Detail

MaxEnergySources Source code

const MaxEnergySources = 16;


Variables Detail

ArtInfo Source code

var array<ArtifactInfo> ArtInfo;

bAutoShuffleTeams Source code

var config bool bAutoShuffleTeams;

bJumpJetRechargesOnLanding Source code

var config bool bJumpJetRechargesOnLanding;

bTeamAutobalance Source code

var config bool bTeamAutobalance;

ConsumerList Source code

var array<ConsumerInfoT> ConsumerList;

CountdownAlertTimes Source code

var array<int> CountdownAlertTimes;

CountdownIndex Source code

var int CountdownIndex;

DeploymentPointList Source code

var DeploymentPoint DeploymentPointList;

ElapsedTime Source code

var int ElapsedTime;

EndTime Source code

var float EndTime;

EnergySources[MaxEnergySources] Source code

var EnergySource EnergySources[MaxEnergySources];

EnergyThresholds Source code

var array<FeatureThresholdT> EnergyThresholds;

GameEndUIEvent Source code

var int GameEndUIEvent;

JumpJetRechargeTime Source code

var config float JumpJetRechargeTime;

LastArtifactCamperCheckTime Source code

var float LastArtifactCamperCheckTime;

LastCriticalLevelTime Source code

var float LastCriticalLevelTime;

LimboLocationString Source code

var localized string LimboLocationString;

MaxArtifactCarryTime Source code

var int MaxArtifactCarryTime;

NextLevelLoadingUIEvent Source code

var int NextLevelLoadingUIEvent;

NumEnergySources Source code

var int NumEnergySources;

RemainingTime Source code

var int RemainingTime;

RespawnDelaySeconds Source code

var config int RespawnDelaySeconds;

RespawnTimer Source code

var int RespawnTimer;

RestartWait Source code

var config int RestartWait;

ScoreKeeper Source code

var ScoreKeeper ScoreKeeper;

ScoreKeeperClass Source code

var config class<ScoreKeeper> ScoreKeeperClass;

TeamEnergyInfo Source code

var array<TeamEnergyInfoT> TeamEnergyInfo;

TeamEnergyInitial Source code

var float TeamEnergyInitial;

TeamEnergyMax Source code

var float TeamEnergyMax;

TeamFeatureWarningThreshold Source code

var float TeamFeatureWarningThreshold;

UniqueArtifactID Source code

var int UniqueArtifactID;

XMPGame

AllArtifactsCheckDelay Source code

var(XMPGame) float AllArtifactsCheckDelay;

ArtifactCamperCheckInterval Source code

var(XMPGame) float ArtifactCamperCheckInterval;

EnergyCriticalLevel Source code

var(XMPGame) float EnergyCriticalLevel;

EnergyCriticalTimeout Source code

var(XMPGame) float EnergyCriticalTimeout;


Enumerations Detail

EArtifactState Source code

enum EArtifactState
{
AS_Stored, AS_Dropped, AS_Carried
};

EFeatureState Source code

enum EFeatureState
{
FS_Offline, FS_AlmostOffline, FS_Online
};


Structures Detail

ArtifactInfo Source code

struct ArtifactInfo
{
var bool bCamping;
var Pawn Carrier;
var int ID;
var EArtifactState State;
var float StolenTime;
var int Team;
var class<Artifact> Type;
};


ConsumerInfoT Source code

struct ConsumerInfoT
{
var float AdditionalPctCost;
var Actor Consumer;
var float EnergyCostPerSec;
};


FeatureThresholdT Source code

struct FeatureThresholdT
{
var name Feature;
var float Threshold;
};


TeamEnergyInfoT Source code

struct TeamEnergyInfoT
{
var bool bWarned;
var float LastTeamEnergy;
};



Functions Detail

AddArtifactPickup Source code

function AddArtifactPickup ( Pickup PickupActor )

AddDefaultInventory Source code

function AddDefaultInventory ( pawn PlayerPawn )

AddDefaultPowerSuit Source code

function AddDefaultPowerSuit ( Pawn PlayerPawn )

AddDeployPoint Source code

function AddDeployPoint ( Actor DeployPointActor )

ArtifactsNeededToWin Source code

function int ArtifactsNeededToWin ( )

BeginState MatchInProgress Source code

function BeginState ( )

BeginState MatchOver Source code

function BeginState ( )

CanSpectate Source code

function bool CanSpectate ( PlayerController Viewer, bool bOnlySpectator, actor ViewTarget )

ChangeFeatureStatus Source code

function ChangeFeatureStatus ( int FeatureIndex, EFeatureState Status, int TeamNumber )

ChangeName Source code

function ChangeName ( Controller Other, coerce string S, bool bNameChange )

ChangeTeam Source code

function bool ChangeTeam ( Controller Other, int N, bool bNewTeam )

ChangeTeam MatchOver Source code

function bool ChangeTeam ( Controller Other, int num, bool bNewTeam )

CheckCanChangeTeam Source code

function bool CheckCanChangeTeam ( Controller Other, int N )

CheckConsumerList Source code

function CheckConsumerList ( float DeltaSeconds )

CheckForAllArtifactsInPlay Source code

function CheckForAllArtifactsInPlay ( )

CheckForAllArtifactsInPlayTimer Source code

function CheckForAllArtifactsInPlayTimer ( )

CheckForArtifactCampers Source code

function CheckForArtifactCampers ( )

CheckForArtifactWin Source code

function CheckForArtifactWin ( int WinningTeam, Pawn Carrier )

CheckForHasAllArtifacts Source code

function bool CheckForHasAllArtifacts ( int InTeam )

CheckForSituationCritical Source code

function bool CheckForSituationCritical ( class<LocalMessage> MessageType )

CheckForSituationCriticalReturned Source code

function bool CheckForSituationCriticalReturned ( )

CheckForSituationCriticalScored Source code

function bool CheckForSituationCriticalScored ( )

CheckForSituationCriticalStolen Source code

function bool CheckForSituationCriticalStolen ( )

CheckForTeamEnergyWin Source code

function CheckForTeamEnergyWin ( )

CheckTeamEnergy Source code

function CheckTeamEnergy ( )

Deploy Source code

function Deploy ( )

DeployPlayers Source code

function DeployPlayers ( DeploymentPoint ReadyToDeployPoint, optional Controller aPlayer )

Destroyed Source code

event Destroyed ( )

DiscardInventory Source code

function DiscardInventory ( Pawn Other )

DrainTeamEnergy Source code

function float DrainTeamEnergy ( int TeamNumber, float EnergyAmount, name Reason )

DrainTeamEnergy MatchOver Source code

function float DrainTeamEnergy ( int TeamNumber, float EnergyAmount, name Reason )

EndGame Source code

function EndGame ( PlayerReplicationInfo Winner, string Reason )

FindPlayerStart Source code

function NavigationPoint FindPlayerStart ( Controller Player, optional byte InTeam, optional string incomingName )

ForceDeploy Source code

function ForceDeploy ( U2PlayerController aPlayer )

GetArtifactID Source code

function int GetArtifactID ( class<Inventory> InvClass, int NewTeam )

GetArtifactTeam Source code

function int GetArtifactTeam ( int ArtifactID )

GetArtifactType Source code

function class<Artifact> GetArtifactType ( int ArtifactID )

GetAverageTeamSize Source code

function int GetAverageTeamSize ( )

GetNextDeploymentPoint Source code

function DeploymentPoint GetNextDeploymentPoint ( DeploymentPoint prevDP, optional Controller C )

GetServerDetails Source code

function GetServerDetails ( out ServerResponseLine ServerState )

GetSmallestTeam Source code

function byte GetSmallestTeam ( )

HandleCountdownAlert Source code

function HandleCountdownAlert ( )

HandleTeamEnergyWin Source code

function HandleTeamEnergyWin ( int LosingTeam )

HandleTeamWon Source code

function HandleTeamWon ( Pawn Winner, Actor WinningViewTarget, string WinningReason )

HasAllDeployPoints Source code

function bool HasAllDeployPoints ( int InTeam )

HasAllEnergySources Source code

function bool HasAllEnergySources ( int InTeam )

InitArtifactScoreboard Source code

function InitArtifactScoreboard ( )

InitScoreStats Source code

function InitScoreStats ( Controller aPlayer )

IsArtifactCamping Source code

function bool IsArtifactCamping ( int InfoIndex )

IsReadyToRedeploy Source code

function bool IsReadyToRedeploy ( PlayerController Player, DeploymentPoint DeployPoint )

IsTeamFeatureOnline Source code

function bool IsTeamFeatureOnline ( name Feature, int TeamNumber )

Killed Source code

function Killed ( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType )

LockInCurrentDeployPoint Source code

function LockInCurrentDeployPoint ( U2PlayerController InC )

NextUniqueID Source code

function int NextUniqueID ( )

NotifyArtifactDropped Source code

function NotifyArtifactDropped ( int ArtifactID, Pawn Carrier )

NotifyArtifactExists Source code

function NotifyArtifactExists ( int ArtifactID, int TeamIndex, class<Artifact> ArtifactType )

NotifyArtifactPickedup Source code

function NotifyArtifactPickedup ( int ArtifactID, Pawn Carrier )

NotifyArtifactSentHome Source code

function NotifyArtifactSentHome ( int ArtifactID, Pawn Carrier, class<Inventory> ArtifactClass )

NotifyArtifactStolen Source code

function NotifyArtifactStolen ( int ArtifactID, Pawn Carrier )

NotifyArtifactStored Source code

function NotifyArtifactStored ( int ArtifactID, Pawn Carrier )

NotifyDeployableDestroyed Source code

function NotifyDeployableDestroyed ( Controller Killer, Actor Killed )

NotifyDeployPointHacked Source code

function NotifyDeployPointHacked ( Actor HackedDP, int OldTeam )

NotifyDriverEnter Source code

function NotifyDriverEnter ( Pawn EnteredPawn, PlayerController DriverC, Pawn DriverP )

NotifyDriverLeave Source code

function NotifyDriverLeave ( Pawn ExitedPawn, PlayerController DriverC, Pawn DriverP )

NotifyHackedDeployPoint Source code

function NotifyHackedDeployPoint ( Controller PrimaryHacker, Controller SecondaryHacker )

NotifyHackedEnergySource Source code

function NotifyHackedEnergySource ( Actor HackedES, Controller PrimaryHacker, optional Controller SecondaryHacker )

NotifyHackedOther Source code

function NotifyHackedOther ( Controller PrimaryHacker, Controller SecondaryHacker )

NotifyHealTeammateWithPack Source code

function NotifyHealTeammateWithPack ( Controller PackOwner, Controller PackReceiver )

NotifyRepairTeammateWithPack Source code

function NotifyRepairTeammateWithPack ( Controller PackOwner, Controller PackReceiver )

NotifyResupplyTeammateWithPack Source code

function NotifyResupplyTeammateWithPack ( Controller PackOwner, Controller PackReceiver )

NotifyRevived Source code

function NotifyRevived ( Controller Reviver, Controller Wounded )

NotifyTeammateHealTime Source code

function NotifyTeammateHealTime ( Controller User, Controller Usee, float UseTime )

NotifyTeammateRepairTime Source code

function NotifyTeammateRepairTime ( Controller User, Controller Usee, float UseTime )

NotifyTeammateResupplyTime Source code

function NotifyTeammateResupplyTime ( Controller User, Controller Usee, float UseTime )

NotifyTurretKilled Source code

function NotifyTurretKilled ( Controller Killer, Pawn KilledPawn )

NotifyVehicleKilled Source code

function NotifyVehicleKilled ( Controller Killer, Pawn KilledPawn )

NumPlayerLockedInAt Source code

function int NumPlayerLockedInAt ( DeploymentPoint ReadyToDeployPoint )

OtherTeam Source code

function TeamInfo OtherTeam ( TeamInfo Requester )

ParseMessageString Source code

static function string ParseMessageString ( Mutator BaseMutator, Controller Who, String Message )

PickTeam Source code

function byte PickTeam ( byte Current, Controller C )

PlayArtifactStolenMessage Source code

function PlayArtifactStolenMessage ( int InTeam )

PlayerIsSpectating Source code

function bool PlayerIsSpectating ( Controller Other )

PlayerTappedOut Source code

function PlayerTappedOut ( PlayerController TappedOutC, Pawn TappedOutP )

PostLogin Source code

event PostLogin ( PlayerController NewPlayer )

PreBeginPlay Source code

event PreBeginPlay ( )

ReduceDamage MatchOver Source code

function int ReduceDamage ( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )

RegisterConsumer Source code

function RegisterConsumer ( Actor Consumer, float EnergyCostPerSec )

RemoveArtifactPickup Source code

function RemoveArtifactPickup ( Pickup PickupActor )

RemoveDeployPoint Source code

function RemoveDeployPoint ( Actor DeployPointActor )

RestartGame MatchOver Source code

function RestartGame ( )

RestartPlayer MatchOver Source code

function RestartPlayer ( Controller aPlayer )

ScoreKill Source code

function ScoreKill ( Controller Killer, Controller Other )

ScoreKill MatchOver Source code

function ScoreKill ( Controller Killer, Controller Other )

SendFeatureMessage Source code

function SendFeatureMessage ( int FeatureIndex, EFeatureState Status, int TeamNumber )

SetInitialState Source code

event SetInitialState ( )

SetPawnClass Source code

function SetPawnClass ( Controller Player, class<Pawn> NewPawnClass )

StartMatch Source code

function StartMatch ( )

StopPreMatchCountdown PendingMatch Source code

function StopPreMatchCountdown ( )

StoreEnergyFromSources Source code

function StoreEnergyFromSources ( float DeltaSeconds )

Timer MatchInProgress Source code

function Timer ( )

Timer MatchOver Source code

function Timer ( )

Timer PendingMatch Source code

function Timer ( )

UnLockCurrentDeployPoint Source code

function UnLockCurrentDeployPoint ( U2PlayerController InC )

UnregisterConsumer Source code

function UnregisterConsumer ( Actor Consumer )

UpdateArtifactInfo Source code

function UpdateArtifactInfo ( int ArtifactID, int NewTeam, Pawn NewCarrier, EArtifactState NewArtState, optional class<Artifact> ArtifactType )

UpdateArtifactScore Source code

function UpdateArtifactScore ( int ArtIndex )

UpdateDeployableCost Source code

function UpdateDeployableCost ( int Team, name DeployableClassName, float AddedPctCost )

UpdateTeamEnergy Source code

function UpdateTeamEnergy ( float DeltaSeconds )


Defaultproperties

defaultproperties
{
    MaxArtifactCarryTime=240
    RespawnDelaySeconds=8
    TeamEnergyInitial=0.499000
    TeamEnergyMax=1.200000
     EnergyThresholds(0)=(Feature="IconNode",Threshold=0.800000)
     EnergyThresholds(1)=(Feature="PackBase",Threshold=0.750000)
     EnergyThresholds(2)=(Feature="XMPStationaryTurret",Threshold=0.700000)
     EnergyThresholds(3)=(Feature="RocketTurret",Threshold=0.650000)
     EnergyThresholds(4)=(Feature="LandMines",Threshold=0.600000)
     EnergyThresholds(5)=(Feature="FieldGenerator",Threshold=0.550000)
     EnergyThresholds(6)=(Feature="LaserTripMines",Threshold=0.500000)
     EnergyThresholds(7)=(Feature="AutoTurret",Threshold=0.350000)
     EnergyThresholds(8)=(Feature="Vehicle",Threshold=0.300000)
     EnergyThresholds(9)=(Feature="PowerStation",Threshold=0.200000)
    TeamFeatureWarningThreshold=0.020000
    RestartWait=45
    bTeamAutobalance=True
    LimboLocationString="Redeploying"
     CountdownAlertTimes(0)=300
     CountdownAlertTimes(1)=240
     CountdownAlertTimes(2)=180
     CountdownAlertTimes(3)=120
     CountdownAlertTimes(4)=60
     CountdownAlertTimes(5)=30
     CountdownAlertTimes(6)=10
    EnergyCriticalLevel=0.150000
    EnergyCriticalTimeout=5.000000
    AllArtifactsCheckDelay=5.000000
    ScoreKeeperClass=Class'U2.ScoreKeeper'
    ArtifactCamperCheckInterval=2.000000
    bRestartLevel=False
    bPauseable=False
    bTeamGame=True
    bClearBannedBetweenMaps=True
    TeamDamage=0.500000
    DefaultPlayerClassName="Pawns.Gunner"
    MapListType="U2.MapListXMP"
    MapPrefix="XMP"
    GameName="XMP"
    TimeLimit=20
    DeathMessageClass=Class'U2.XMPDeathMessage'
    PlayerControllerClassName="U2.U2PlayerController"
    MinTeamChangeDelay=10.000000
}

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Creation time: Tue 27/4/2010 03:12:41.135 - Created with UnCodeX