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Botpack.DeathMatchPlus


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//=============================================================================
// DeathMatchPlus.
//=============================================================================
class DeathMatchPlus extends TournamentGameInfo
    config;

// Sounds
#exec OBJ LOAD FILE=..\Sounds\Announcer.uax

var() globalconfig int  MinPlayers;     // bots fill in to guarantee this level in net game 
var() globalconfig float AirControl; 
var() config int    FragLimit; 
var() config int    TimeLimit; // time limit in minutes
var() globalconfig bool bChangeLevels;
var() globalconfig bool bHardCoreMode;
var   bool              bChallengeMode;
var() globalconfig bool bMegaSpeed;
var() globalconfig bool bAltScoring;
var() config bool   bMultiWeaponStay;
var() config bool   bForceRespawn;
var     bool    bAlwaysForceRespawn;
var     bool    bDontRestart;
var     bool    bAlreadyChanged;
var     bool    bFirstBlood;

var() globalconfig bool bTournament;
var  bool bRequireReady;
var() bool bNoviceMode;
var() globalconfig int NetWait; // time to wait for players in netgames w/ bNetReady (typically team games)
var() globalconfig int RestartWait;
var config bool bUseTranslocator;
var bool bJumpMatch;
var bool bThreePlus;
var bool bFulfilledSpecial;
var bool    bNetReady;
var bool bRatedTranslocator;
var bool bStartMatch;

var int RemainingTime, ElapsedTime;
var int CountDown, StartCount;
var localized string StartUpMessage;
var localized string TourneyMessage;
var localized string WaitingMessage1;
var localized string WaitingMessage2;
var localized string ReadyMessage;
var localized string NotReadyMessage;
var localized string CountDownMessage;
var localized string StartMessage;
var localized string GameEndedMessage;
var localized string SingleWaitingMessage;
var localized string gamegoal;

var float LastTauntTime;
var NavigationPoint LastStartSpot;
var() config int    MaxCommanders;
var int   NumCommanders;

var bool bTutorialGame;

// Bot related info
var   int               NumBots;
var   int               RemainingBots;
var   int               LastTaunt[4];
var() globalconfig int  InitialBots;
var ChallengeBotInfo    BotConfig;
var localized string    NoNameChange, OvertimeMessage;
var class<ChallengeBotInfo>     BotConfigType;

// Player rating variables for single player rated games
var float PlayerRating, AvgOpponentRating;
var int NumOpp, WinCount, LoseCount;
var PlayerPawn RatedPlayer;
var int IDnum;
var RatedMatchInfo RatedMatchConfig;
var float EndTime;
var int LadderTypeIndex;

var LadderInventory RatedGameLadderObj;

function PostBeginPlay()
{
    local string NextPlayerClass;
    local int i;

    if ( bAlternateMode )
    {
        bVeryLowGore = true;
        bLowGore = true;
    }
    BotConfig = spawn(BotConfigType);
    if ( Level.NetMode == NM_Standalone )
        RemainingBots = InitialBots;
    else
        RemainingBots = 0;
    Super.PostBeginPlay();
    GameReplicationInfo.RemainingTime = RemainingTime;
}

function PreCacheReferences()
{
    //never called - here to force precaching of meshes
    spawn(class'TMale1');
    spawn(class'TMale2');
    spawn(class'TFemale1');
    spawn(class'TFemale2');
    spawn(class'ImpactHammer');
    spawn(class'Translocator');
    spawn(class'Enforcer');
    spawn(class'UT_Biorifle');
    spawn(class'ShockRifle');
    spawn(class'PulseGun');
    spawn(class'Ripper');
    spawn(class'Minigun2');
    spawn(class'UT_FlakCannon');
    spawn(class'UT_Eightball');
    spawn(class'SniperRifle');
}

function CheckReady()
{
    if ( (FragLimit == 0) && (TimeLimit == 0) )
    {
        TimeLimit = 20;
        RemainingTime = 60 * TimeLimit;
    }
}

//
// Set gameplay speed.
//
function SetGameSpeed( Float T )
{
    GameSpeed = FMax(T, 0.1);
    if ( bHardCoreMode )
    {
        if ( bChallengeMode )
            Level.TimeDilation = 1.25 * GameSpeed;
        else
            Level.TimeDilation = 1.1 * GameSpeed;
    }
    else
        Level.TimeDilation = GameSpeed;
    SaveConfig();
    SetTimer(Level.TimeDilation, true);
}

function PlayTeleportEffect( actor Incoming, bool bOut, bool bSound)
{
    local UTTeleportEffect PTE;

    if ( bRequireReady && (Countdown > 0) )
        return;

    if ( Incoming.bIsPawn && (Incoming.Mesh != None) )
    {
        if ( bSound )
        {
            PTE = Spawn(class'UTTeleportEffect',Incoming,, Incoming.Location, Incoming.Rotation);
            PTE.Initialize(Pawn(Incoming), bOut);
            PTE.PlaySound(sound'Resp2A',, 10.0);
        }
    }
}

// Parse options for this game...
event InitGame( string Options, out string Error )
{
    local string InOpt;

    Super.InitGame(Options, Error);

    RemainingTime = 60 * TimeLimit;
    SetGameSpeed(GameSpeed);
    FragLimit = GetIntOption( Options, "FragLimit", FragLimit );
    TimeLimit = GetIntOption( Options, "TimeLimit", TimeLimit );
    MaxCommanders = GetIntOption( Options, "MaxCommanders", MaxCommanders );

    InOpt = ParseOption( Options, "CoopWeaponMode");
    if ( InOpt != "" )
    {
        log("CoopWeaponMode: "$bool(InOpt));
        bCoopWeaponMode = bool(InOpt);
    }

    IDnum = -1;
    IDnum = GetIntOption( Options, "Tournament", IDnum );
    if ( IDnum > 0 )
    {
        bRatedGame = true;
        TimeLimit = 0;
        RemainingTime = 0;
    }
    if ( bTournament ) 
    {
        bRequireReady = true;
        CheckReady();
    }
    if ( Level.NetMode == NM_StandAlone )
    {
        bRequireReady = true;
        CountDown = 1;
    }
    if ( !bRequireReady && (Level.NetMode != NM_Standalone) )
    {
        bRequireReady = true;
        bNetReady = true;
    }
}

// Set game settings based on ladder information.
// Called when RatedPlayer logs in.
function InitRatedGame(LadderInventory LadderObj, PlayerPawn LadderPlayer)
{
    local class<RatedMatchInfo> RMI;
    local Weapon W;

    FragLimit = LadderObj.CurrentLadder.Default.FragLimits[IDnum];
    RatedGameLadderObj = LadderObj;
    if (LadderObj.CurrentLadder.Default.TimeLimits[IDnum] > 0)
        TimeLimit = LadderObj.CurrentLadder.Default.TimeLimits[IDnum];
    bJumpMatch = false;
    bHardCoreMode = true;
    bRequireReady = true;
    bMegaSpeed = false;
    CountDown = 1;
    bRatedGame = true;
    bCoopWeaponMode = false;
    bUseTranslocator = bRatedTranslocator;
    ForEach AllActors(class'Weapon', W)
        W.bWeaponStay = false;

    RatedPlayer = LadderPlayer; 

    // Set up RatedBotConfig for this game
    BotConfig.bAdjustSkill = false;
    RMI = LadderObj.CurrentLadder.Static.GetMatchConfigType(IDnum);
    RatedMatchConfig = spawn(RMI);
    RemainingBots = RatedMatchConfig.NumBots; 
    Difficulty = LadderObj.TournamentDifficulty + RatedMatchConfig.ModifiedDifficulty;
    if ( Difficulty >= 4 )
    {
        bNoviceMode = false;
        Difficulty = Difficulty - 4;
    }
    else
    {
        if ( Difficulty > 3 )
        {
            Difficulty = 3;
            bThreePlus = true;
        }
        bNoviceMode = true;
    }

    // Update GRI
    InitGameReplicationInfo();

    // Update Logged Info
    if (bLocalLog && bLoggingGame)
    {
        LogGameParameters(LocalLog);
    }
    if (bWorldLog && bLoggingGame)
    {
        LogGameParameters(WorldLog);
    }

    PlayStartupMessage(LadderPlayer);
    LadderPlayer.SetProgressTime(6);
}

/* AcceptInventory()
Examine the passed player's inventory, and accept or discard each item
* AcceptInventory needs to gracefully handle the case of some inventory
being accepted but other inventory not being accepted (such as the default
weapon).  There are several things that can go wrong: A weapon's
AmmoType not being accepted but the weapon being accepted -- the weapon
should be killed off. Or the player's selected inventory item, active
weapon, etc. not being accepted, leaving the player weaponless or leaving
the HUD inventory rendering messed up (AcceptInventory should pick another
applicable weapon/item as current).
*/
function AcceptInventory(pawn PlayerPawn)
{
    local inventory Inv;
    local LadderInventory LadderObj;

    // DeathMatchPlus accepts LadderInventory
    for( Inv=PlayerPawn.Inventory; Inv!=None; Inv=Inv.Inventory )
    {
        if (Inv.IsA('LadderInventory'))
        {
            LadderObj = LadderInventory(Inv);
        } 
        else    
            Inv.Destroy();
    }
    PlayerPawn.Weapon = None;
    PlayerPawn.SelectedItem = None;
    AddDefaultInventory( PlayerPawn );
}

function bool SetEndCams(string Reason)
{
    local pawn P, Best;
    local PlayerPawn Player;

    // find individual winner
    for ( P=Level.PawnList; P!=None; P=P.nextPawn )
        if ( P.bIsPlayer && !P.IsA('Spectator') && ((Best == None) || (P.PlayerReplicationInfo.Score > Best.PlayerReplicationInfo.Score)) )
            Best = P;

    // check for tie
    for ( P=Level.PawnList; P!=None; P=P.nextPawn )
        if ( P.bIsPlayer && (Best != P) && (P.PlayerReplicationInfo.Score == Best.PlayerReplicationInfo.Score) )
        {
            BroadcastLocalizedMessage( DMMessageClass, 0 );
            return false;
        }       

    EndTime = Level.TimeSeconds + 3.0;
    GameReplicationInfo.GameEndedComments = Best.PlayerReplicationInfo.PlayerName@GameEndedMessage;
    log( "Game ended at "$EndTime);
    for ( P=Level.PawnList; P!=None; P=P.nextPawn )
    {
        Player = PlayerPawn(P);
        if ( Player != None )
        {
            if (!bTutorialGame)
                PlayWinMessage(Player, (Player == Best));
            Player.bBehindView = true;
            if ( Player == Best )
                Player.ViewTarget = None;
            else
                Player.ViewTarget = Best;
            Player.ClientGameEnded();
        }
        P.GotoState('GameEnded');
    }
    CalcEndStats();
    return true;
}

function PlayWinMessage(PlayerPawn Player, bool bWinner)
{
    if ( Player.IsA('TournamentPlayer') )
        TournamentPlayer(Player).PlayWinMessage(bWinner);
}

function NotifySpree(Pawn Other, int num)
{
    local Pawn P;

    if ( num == 5 )
        num = 0;
    else if ( num == 10 )
        num = 1;
    else if ( num == 15 )
        num = 2;
    else if ( num == 20 )
        num = 3;
    else if ( num == 25 )
        num = 4;
    else
        return;

    for ( P=Level.PawnList; P!=None; P=P.NextPawn )
        if ( P.IsA('TournamentPlayer') )
            P.ReceiveLocalizedMessage( class'KillingSpreeMessage', Num, Other.PlayerReplicationInfo );
}

function EndSpree(Pawn Killer, Pawn Other)
{
    local Pawn P;

    if ( !Other.bIsPlayer )
        return;
    for ( P=Level.PawnList; P!=None; P=P.NextPawn )
        if ( P.IsA('TournamentPlayer') )
        {
            if ( (Killer == None) || !Killer.bIsPlayer )
                TournamentPlayer(P).EndSpree(None, Other.PlayerReplicationInfo);
            else
                TournamentPlayer(P).EndSpree(Killer.PlayerReplicationInfo, Other.PlayerReplicationInfo);
        }
}

function ScoreKill(pawn Killer, pawn Other)
{
    Super.ScoreKill(Killer, Other);

    if ( bAltScoring && (Killer != Other) && (killer != None) )
        Other.PlayerReplicationInfo.Score -= 1;
}

// Monitor killed messages for fraglimit
function Killed(pawn killer, pawn Other, name damageType)
{
    local int NextTaunt, i;
    local bool bAutoTaunt, bEndOverTime;
    local Pawn P, Best;

    if ( (damageType == 'Decapitated') && (Killer != Other) && (Killer != None) )
    {
        if (Level.Game.LocalLog != None)
            Level.Game.LocalLog.LogSpecialEvent("headshot", Killer.PlayerReplicationInfo.PlayerID, Other.PlayerReplicationInfo.PlayerID);
        if (Level.Game.WorldLog != None)
            Level.Game.WorldLog.LogSpecialEvent("headshot", Killer.PlayerReplicationInfo.PlayerID, Other.PlayerReplicationInfo.PlayerID);
        Killer.ReceiveLocalizedMessage( class'DecapitationMessage' );
    }

    Super.Killed(killer, Other, damageType);

    if ( Other.Spree > 4 )
        EndSpree(Killer, Other); 
    Other.Spree = 0;

    if ( !bTeamGame )
    {
        if ( bOverTime )
        {
            bEndOverTime = true;
            //check for clear winner now
            // find individual winner
            for ( P=Level.PawnList; P!=None; P=P.nextPawn )
                if ( P.bIsPlayer && ((Best == None) || (P.PlayerReplicationInfo.Score > Best.PlayerReplicationInfo.Score)) )
                    Best = P;

            // check for tie
            for ( P=Level.PawnList; P!=None; P=P.nextPawn )
                if ( P.bIsPlayer && (Best != P) && (P.PlayerReplicationInfo.Score == Best.PlayerReplicationInfo.Score) )
                    bEndOverTime = false;

            if ( bEndOverTime )
            {
                if ( (FragLimit > 0) && (Best.PlayerReplicationInfo.Score >= FragLimit) )
                    EndGame("fraglimit");
                else
                    EndGame("timelimit");
            }
        }
        else if ( (FragLimit > 0) && (killer != None) && (killer.PlayerReplicationInfo != None)
                && (killer.PlayerReplicationInfo.Score >= FragLimit) )
            EndGame("fraglimit");
    }
    
    if ( (killer == None) || (Other == None) )
        return;
    if ( !bFirstBlood )
        if ( Killer.bIsPlayer && (Killer != Other) )
            if (!Self.IsA('TrainingDM'))
            {
                bFirstBlood = True;
                BroadcastLocalizedMessage( class'FirstBloodMessage', 0, Killer.PlayerReplicationInfo );
            }

    if ( BotConfig.bAdjustSkill && (killer.IsA('PlayerPawn') || Other.IsA('PlayerPawn')) )
    {
        if ( killer.IsA('Bot') )
            BotConfig.AdjustSkill(Bot(killer),true);
        if ( Other.IsA('Bot') )
            BotConfig.AdjustSkill(Bot(Other),false);
    }
        
    if ( Other.bIsPlayer && (Killer != None) && Killer.bIsPlayer && (Killer != Other) 
        && (!bTeamGame || (Other.PlayerReplicationInfo.Team != Killer.PlayerReplicationInfo.Team)) )
    {
        Killer.Spree++;
        if ( Killer.Spree > 4 )
            NotifySpree(Killer, Killer.Spree);
    } 

    bAutoTaunt = ((TournamentPlayer(Killer) != None) && TournamentPlayer(Killer).bAutoTaunt);
    if ( ((Bot(Killer) != None) || bAutoTaunt)
        && (Killer != Other) && (DamageType != 'gibbed') && (Killer.Health > 0)
        && (Level.TimeSeconds - LastTauntTime > 3) )
    {
        LastTauntTime = Level.TimeSeconds;
        NextTaunt = Rand(class<ChallengeVoicePack>(Killer.PlayerReplicationInfo.VoiceType).Default.NumTaunts);
        for ( i=0; i<4; i++ )
        {
            if ( NextTaunt == LastTaunt[i] )
                NextTaunt = Rand(class<ChallengeVoicePack>(Killer.PlayerReplicationInfo.VoiceType).Default.NumTaunts);
            if ( i > 0 )
                LastTaunt[i-1] = LastTaunt[i];
        }   
        LastTaunt[3] = NextTaunt;
        killer.SendGlobalMessage(None, 'AUTOTAUNT', NextTaunt, 5);
    }
    if ( bRatedGame )
        RateVs(Other, Killer);
}

event playerpawn Login
(
    string Portal,
    string Options,
    out string Error,
    class<playerpawn> SpawnClass
)
{
    local playerpawn NewPlayer;

    if ( (Level.NetMode != NM_Standalone) && (NumCommanders >= MaxCommanders) && ClassIsChildOf(SpawnClass, class'Commander') )
    {
        Error="Max commanders "$MaxCommanders$" exceeded";
        return None;
    }

    NewPlayer = Super.Login(Portal, Options, Error, SpawnClass);

    if ( NewPlayer != None )
    {
        if ( bRatedGame )
            NewPlayer.AirControl = 0.35;
        else
            NewPlayer.AirControl = AirControl;
        if ( Left(NewPlayer.PlayerReplicationInfo.PlayerName, 6) == DefaultPlayerName )
        {
            if (Level.Game.WorldLog != None)
                Level.Game.WorldLog.LogSpecialEvent("forced_name_change", NewPlayer.PlayerReplicationInfo.PlayerName, NewPlayer.PlayerReplicationInfo.PlayerID, DefaultPlayerName$NumPlayers);
            ChangeName( NewPlayer, (DefaultPlayerName$NumPlayers), false );
        }
        NewPlayer.bAutoActivate = true;
        if ( (bGameEnded || (bRequireReady && (CountDown > 0))) && !NewPlayer.IsA('Spectator') )
            NewPlayer.PlayerRestartState = 'PlayerWaiting';
        else
            NewPlayer.PlayerRestartState = NewPlayer.Default.PlayerRestartState;

        if ( NewPlayer.IsA('TournamentPlayer') )
        {
            TournamentPlayer(NewPlayer).StartSpot = LastStartSpot;
            if ( NewPlayer.IsA('Commander') )
                NumCommanders++;
        }
    }
    return NewPlayer;
}

event PostLogin( playerpawn NewPlayer )
{
    Super.PostLogin(NewPlayer);
    if ( Level.NetMode == NM_Standalone )
    {
        while ( (RemainingBots > 0) && AddBot() )
            RemainingBots--;
    }
    else
        RemainingBots = 0;

    if ( !bRatedGame )
    {
        PlayStartUpMessage(NewPlayer);
        NewPlayer.SetProgressTime(6);
    }
}

function int ReduceDamage(int Damage, name DamageType, pawn injured, pawn instigatedBy)
{
    if (injured.Region.Zone.bNeutralZone)
        return 0;

    if ( instigatedBy == None)
        return Damage;

    if ( bHardCoreMode )
        Damage *= 1.5;
    if ( bNoviceMode && !bThreePlus )
    {
        if ( instigatedBy.bIsPlayer && (injured == instigatedby) && (Level.NetMode == NM_Standalone) )
            Damage *= 0.5;

        //skill level modification
        if ( instigatedBy.IsA('Bot') && injured.IsA('PlayerPawn') )
        {
            if ( ((instigatedBy.Weapon != None) && instigatedBy.Weapon.bMeleeWeapon) 
                || ((injured.Weapon != None) && injured.Weapon.bMeleeWeapon && (VSize(injured.location - instigatedBy.Location) < 600)) )
                Damage = Damage * (0.76 + 0.08 * instigatedBy.skill);
            else
                Damage = Damage * (0.25 + 0.15 * instigatedBy.skill);
        }
    }
    return (Damage * instigatedBy.DamageScaling);
}

function StartMatch()
{   
    local Pawn P;
    local TimedTrigger T;

    if (LocalLog != None)
        LocalLog.LogGameStart();
    if (WorldLog != None)
        WorldLog.LogGameStart();

    ForEach AllActors(class'TimedTrigger', T)
        T.SetTimer(T.DelaySeconds, T.bRepeating);
    if ( Level.NetMode != NM_Standalone )
        RemainingBots = 0;
    GameReplicationInfo.RemainingMinute = RemainingTime;
    bStartMatch = true;

    // start players first (in their current startspots)
    for ( P = Level.PawnList; P!=None; P=P.nextPawn )
        if ( P.bIsPlayer && P.IsA('PlayerPawn') )
        {
            if ( bGameEnded ) return; // telefrag ended the game with ridiculous frag limit
            else if ( !P.IsA('Spectator')  )
            {
                P.PlayerRestartState = P.Default.PlayerRestartState;
                P.GotoState(P.Default.PlayerRestartState);
                if ( !P.IsA('Commander') )
                {
                    if ( !RestartPlayer(P) )
                        P.GotoState('Dying'); //failed to restart player, so let him try to respawn again
                }
            }
            SendStartMessage(PlayerPawn(P));
        }


    for ( P = Level.PawnList; P!=None; P=P.nextPawn )
        if ( P.bIsPlayer && !P.IsA('PlayerPawn') )
        {
            P.RestartPlayer();
            if ( P.IsA('Bot') )
                Bot(P).StartMatch();
        }
    bStartMatch = false;
}


function Timer()
{
    local Pawn P;
    local bool bReady;
    local int M;

    Super.Timer();

    if ( bNetReady )
    {
        if ( NumPlayers > 0 )
            ElapsedTime++;
        else
            ElapsedTime = 0;
        if ( ElapsedTime > NetWait )
        {
            if ( (NumPlayers + NumBots < 4) && NeedPlayers() )
                AddBot();
            else if ( (NumPlayers + NumBots > 1) || ((NumPlayers > 0) && (ElapsedTime > 2 * NetWait)) )
                bNetReady = false;
        }

        if ( bNetReady )
        {
            for (P=Level.PawnList; P!=None; P=P.NextPawn )
                if ( P.IsA('PlayerPawn') )
                    PlayerPawn(P).SetProgressTime(2);
            return;
        }
        else
        {
            while ( NeedPlayers() )
                AddBot();
            bRequireReady = false;
            StartMatch();
        }
    }

    if ( bRequireReady && (CountDown > 0) )
    {
        while ( (RemainingBots > 0) && AddBot() )
            RemainingBots--;
        for (P=Level.PawnList; P!=None; P=P.NextPawn )
            if ( P.IsA('PlayerPawn') )
                PlayerPawn(P).SetProgressTime(2);
        if ( ((NumPlayers == MaxPlayers) || (Level.NetMode == NM_Standalone)) 
                && (RemainingBots <= 0) )
        {   
            bReady = true;
            for (P=Level.PawnList; P!=None; P=P.NextPawn )
                if ( P.IsA('PlayerPawn') && !P.IsA('Spectator')
                    && !PlayerPawn(P).bReadyToPlay )
                    bReady = false;
            
            if ( bReady )
            {   
                StartCount = 30;
                CountDown--;
                if ( CountDown <= 0 )
                    StartMatch();
                else
                {
                    for ( P = Level.PawnList; P!=None; P=P.nextPawn )
                        if ( P.IsA('PlayerPawn') )
                        {
                            PlayerPawn(P).ClearProgressMessages();
                            if ( (CountDown < 11) && P.IsA('TournamentPlayer') )
                                TournamentPlayer(P).TimeMessage(CountDown);
                            else
                                PlayerPawn(P).SetProgressMessage(CountDown$CountDownMessage, 0);
                        }
                }
            }
            else if ( StartCount > 8 ) 
            {
                for ( P = Level.PawnList; P!=None; P=P.nextPawn )
                    if ( P.IsA('PlayerPawn') )
                    {
                        PlayerPawn(P).ClearProgressMessages();
                        PlayerPawn(P).SetProgressTime(2);
                        PlayerPawn(P).SetProgressMessage(WaitingMessage1, 0);
                        PlayerPawn(P).SetProgressMessage(WaitingMessage2, 1);
                        if ( PlayerPawn(P).bReadyToPlay )
                            PlayerPawn(P).SetProgressMessage(ReadyMessage, 2);
                        else
                            PlayerPawn(P).SetProgressMessage(NotReadyMessage, 2);
                    }
            }
            else
            {
                StartCount++;
                if ( Level.NetMode != NM_Standalone )
                    StartCount = 30;
            }
        }
        else
        {
            for ( P = Level.PawnList; P!=None; P=P.nextPawn )
                if ( P.IsA('PlayerPawn') )
                    PlayStartupMessage(PlayerPawn(P));
        }
    }   
    else
    {
        if ( bAlwaysForceRespawn || (bForceRespawn && (Level.NetMode != NM_Standalone)) )
            For ( P=Level.PawnList; P!=None; P=P.NextPawn )
            {
                if ( P.IsInState('Dying') && P.IsA('PlayerPawn') && P.bHidden )
                    PlayerPawn(P).ServerReStartPlayer();
            }
        if ( Level.NetMode != NM_Standalone )
        {
            if ( NeedPlayers() )
                AddBot();
        }
        else
            while ( (RemainingBots > 0) && AddBot() )
                RemainingBots--;
        if ( bGameEnded )
        {
            if ( Level.TimeSeconds > EndTime + RestartWait )
                RestartGame();
        }
        else if ( !bOverTime && (TimeLimit > 0) )
        {
            GameReplicationInfo.bStopCountDown = false;
            RemainingTime--;
            GameReplicationInfo.RemainingTime = RemainingTime;
            if ( RemainingTime % 60 == 0 )
                GameReplicationInfo.RemainingMinute = RemainingTime;
            if ( RemainingTime <= 0 )
                EndGame("timelimit");
        }
        else
        {
            ElapsedTime++;
            GameReplicationInfo.ElapsedTime = ElapsedTime;
        }
    }
}

function bool TooManyBots()
{
    return (NumBots + NumPlayers > MinPlayers);
}

function bool RestartPlayer( pawn aPlayer ) 
{
    local Bot B;
    local bool bResult;

    aPlayer.DamageScaling = aPlayer.Default.DamageScaling;
    B = Bot(aPlayer);
    if ( (B != None) 
        && (Level.NetMode != NM_Standalone) 
        && TooManyBots() )
    {
        aPlayer.Destroy();
        return false;
    }
    bResult = Super.RestartPlayer(aPlayer);
    if ( aPlayer.IsA('TournamentPlayer') )
        TournamentPlayer(aPlayer).StartSpot = LastStartSpot;
    return bResult;
}

function SendStartMessage(PlayerPawn P)
{
    P.ClearProgressMessages();
    P.SetProgressMessage(StartMessage, 0);
}

function Bot SpawnBot(out NavigationPoint StartSpot)
{
    local bot NewBot;
    local int BotN;
    local Pawn P;

    if ( bRatedGame )
        return SpawnRatedBot(StartSpot);

    Difficulty = BotConfig.Difficulty;

    if ( Difficulty >= 4 )
    {
        bNoviceMode = false;
        Difficulty = Difficulty - 4;
    }
    else
    {
        if ( Difficulty > 3 )
        {
            Difficulty = 3;
            bThreePlus = true;
        }
        bNoviceMode = true;
    }
    BotN = BotConfig.ChooseBotInfo();
    
    // Find a start spot.
    StartSpot = FindPlayerStart(None, 255);
    if( StartSpot == None )
    {
        log("Could not find starting spot for Bot");
        return None;
    }

    // Try to spawn the bot.
    NewBot = Spawn(BotConfig.CHGetBotClass(BotN),,,StartSpot.Location,StartSpot.Rotation);

    if ( NewBot == None )
        log("Couldn't spawn player at "$StartSpot);

    if ( (bHumansOnly || Level.bHumansOnly) && !NewBot.bIsHuman )
    {
        log("can't add non-human bot to this game");
        NewBot.Destroy();
        NewBot = None;
    }

    if ( NewBot == None )
        NewBot = Spawn(BotConfig.CHGetBotClass(0),,,StartSpot.Location,StartSpot.Rotation);

    if ( NewBot != None )
    {
        // Set the player's ID.
        NewBot.PlayerReplicationInfo.PlayerID = CurrentID++;

        NewBot.PlayerReplicationInfo.Team = BotConfig.GetBotTeam(BotN);
        BotConfig.CHIndividualize(NewBot, BotN, NumBots);
        NewBot.ViewRotation = StartSpot.Rotation;
        // broadcast a welcome message.
        BroadcastMessage( NewBot.PlayerReplicationInfo.PlayerName$EnteredMessage, false );

        ModifyBehaviour(NewBot);
        AddDefaultInventory( NewBot );
        NumBots++;
        if ( bRequireReady && (CountDown > 0) )
            NewBot.GotoState('Dying', 'WaitingForStart');
        NewBot.AirControl = AirControl;

        if ( (Level.NetMode != NM_Standalone) && (bNetReady || bRequireReady) )
        {
            // replicate skins
            for ( P=Level.PawnList; P!=None; P=P.NextPawn )
                if ( P.bIsPlayer && (P.PlayerReplicationInfo != None) && P.PlayerReplicationInfo.bWaitingPlayer && P.IsA('PlayerPawn') )
                {
                    if ( NewBot.bIsMultiSkinned )
                        PlayerPawn(P).ClientReplicateSkins(NewBot.MultiSkins[0], NewBot.MultiSkins[1], NewBot.MultiSkins[2], NewBot.MultiSkins[3]);
                    else
                        PlayerPawn(P).ClientReplicateSkins(NewBot.Skin);    
                }                       
        }
    }

    return NewBot;
}

function Bot SpawnRatedBot(out NavigationPoint StartSpot)
{
    local bot NewBot;
    local int BotN;
    local bool bEnemy;

    if (RemainingBots > RatedMatchConfig.NumAllies)
        bEnemy = True;

    BotN = RatedMatchConfig.ChooseBotInfo(bTeamGame, bEnemy);
    
    // Find a start spot.
    StartSpot = FindPlayerStart(None, 255);
    if( StartSpot == None )
    {
        log("Could not find starting spot for Bot");
        return None;
    }

    // Try to spawn the bot.
    NewBot = Spawn(RatedMatchConfig.GetBotClass(BotN, bTeamGame, bEnemy, RatedPlayer),,,StartSpot.Location,StartSpot.Rotation);
    if ( NewBot == None )
    {
        if ( (RatedMatchConfig.EnemyTeam == class'RatedTeamInfo7')
            || (RatedMatchConfig.EnemyTeam == class'RatedTeamInfo8') )
            RatedMatchConfig.EnemyTeam = class'RatedTeamInfo3';
        log("Couldn't spawn player at "$StartSpot);
    }

    if ( NewBot != None )
    {
        // Set the player's ID.
        NewBot.PlayerReplicationInfo.PlayerID = CurrentID++;
    
        RatedMatchConfig.Individualize(NewBot, BotN, NumBots, bTeamGame, bEnemy);
        NewBot.ViewRotation = StartSpot.Rotation;
        // broadcast a welcome message.
        BroadcastMessage( NewBot.PlayerReplicationInfo.PlayerName$EnteredMessage, false );

        ModifyBehaviour(NewBot);
        AddDefaultInventory( NewBot );
        NumBots++;
        if ( bRequireReady && (CountDown > 0) )
            NewBot.GotoState('Dying', 'WaitingForStart');
        NewBot.AirControl = 0.35;
    }

    return NewBot;
}

function bool ForceAddBot()
{
    // add bot during gameplay
    if ( Level.NetMode != NM_Standalone )
        MinPlayers = Max(MinPlayers+1, NumPlayers + NumBots + 1);
    AddBot();
}
        
function bool AddBot()
{
    local bot NewBot;
    local NavigationPoint StartSpot;

    NewBot = SpawnBot(StartSpot);
    if ( NewBot == None )
    {
        log("Failed to spawn bot.");
        return false;
    }

    StartSpot.PlayTeleportEffect(NewBot, true);

    NewBot.PlayerReplicationInfo.bIsABot = True;

    // Log it.
    if (LocalLog != None)
    {
        LocalLog.LogPlayerConnect(NewBot);
        LocalLog.FlushLog();
    }
    if (WorldLog != None)
    {
        WorldLog.LogPlayerConnect(NewBot);
        WorldLog.FlushLog();
    }

    return true;
}

function ModifyBehaviour(Bot NewBot);

function PlayStartUpMessage(PlayerPawn NewPlayer)
{
    local int i;

    NewPlayer.ClearProgressMessages();

    // Game Name
    NewPlayer.SetProgressMessage(GameName, i++);

    // Optional FragLimit
    if ( fraglimit > 0 )
        NewPlayer.SetProgressMessage(FragLimit@GameGoal, i++);

    if ( Level.NetMode == NM_Standalone )
        NewPlayer.SetProgressMessage(SingleWaitingMessage, i++);
    else if ( bRequireReady )
        NewPlayer.SetProgressMessage(TourneyMessage, i++);
}

function float PlayerJumpZScaling()
{
    if ( bJumpMatch )
        return 3;
    else if ( bMegaSpeed )
        return 1.2;
    else if ( bHardCoreMode )
        return 1.1;
    else
        return 1.0;
}

function AddDefaultInventory( pawn PlayerPawn )
{
    local Weapon NewWeapon;
    local Bot B;

    if ( PlayerPawn.IsA('Spectator') || (bRequireReady && (CountDown > 0)) )
        return;

    // Spawn Automag
    GiveWeapon(PlayerPawn, "Botpack.Enforcer");

    Super.AddDefaultInventory(PlayerPawn);

    if ( bUseTranslocator && (!bRatedGame || bRatedTranslocator) )
    {
        // Spawn Translocator.
        if( PlayerPawn.FindInventoryType(class'Translocator')==None )
        {
            newWeapon = Spawn(class'Translocator');
            if( newWeapon != None )
            {
                newWeapon.Instigator = PlayerPawn;
                newWeapon.BecomeItem();
                PlayerPawn.AddInventory(newWeapon);
                newWeapon.GiveAmmo(PlayerPawn);
                newWeapon.SetSwitchPriority(PlayerPawn);
                newWeapon.WeaponSet(PlayerPawn);
            }
        }
    }

    B = Bot(PlayerPawn);
    if ( B != None )
        B.bHasImpactHammer = (B.FindInventoryType(class'ImpactHammer') != None);
}   

function GiveWeapon(Pawn PlayerPawn, string aClassName )
{
    local class<Weapon> WeaponClass;
    local Weapon NewWeapon;

    WeaponClass = class<Weapon>(DynamicLoadObject(aClassName, class'Class'));

    if( PlayerPawn.FindInventoryType(WeaponClass) != None )
        return;
    newWeapon = Spawn(WeaponClass);
    if( newWeapon != None )
    {
        newWeapon.RespawnTime = 0.0;
        newWeapon.GiveTo(PlayerPawn);
        newWeapon.bHeldItem = true;
        newWeapon.GiveAmmo(PlayerPawn);
        newWeapon.SetSwitchPriority(PlayerPawn);
        newWeapon.WeaponSet(PlayerPawn);
        newWeapon.AmbientGlow = 0;
        if ( PlayerPawn.IsA('PlayerPawn') )
            newWeapon.SetHand(PlayerPawn(PlayerPawn).Handedness);
        else
            newWeapon.GotoState('Idle');
        PlayerPawn.Weapon.GotoState('DownWeapon');
        PlayerPawn.PendingWeapon = None;
        PlayerPawn.Weapon = newWeapon;
    }
}
    
function byte AssessBotAttitude(Bot aBot, Pawn Other)
{
    local float skillmod;

    if ( bNoviceMode )
        skillmod = 0.3;
    else
        skillmod = 0.2 - aBot.skill * 0.06;
    if ( aBot.bKamikaze )
        return 1;
    else if ( Other.IsA('TeamCannon') 
        || (aBot.RelativeStrength(Other) > aBot.Aggressiveness + skillmod) )
        return 0;
    else
        return 1;
}

function float GameThreatAdd(Bot aBot, Pawn Other)
{
    return 0;
}

// AllowTranslocation - return true if Other can teleport to Dest
function bool AllowTranslocation(Pawn Other, vector Dest )
{
    return true;
}

function bool CanTranslocate(Bot aBot)
{
    if ( !bUseTranslocator || (bRatedGame && !bRatedTranslocator) )
        return false;
    return ( (aBot.MyTranslocator != None) && (aBot.MyTranslocator.TTarget == None) );
} 

function PickAmbushSpotFor(Bot aBot)
{
    local NavigationPoint N;

    for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
        if ( N.IsA('Ambushpoint') && !N.taken 
            && ((aBot.AmbushSpot == None)
                || (VSize(aBot.Location - aBot.Ambushspot.Location)
                     > VSize(aBot.Location - N.Location))) )
                aBot.Ambushspot = Ambushpoint(N);
}

function RateVs(Pawn Other, Pawn Killer)
{
    local int numopp, Win;
    local float oppRating, K, We;
    Local PlayerPawn P;
    Local Bot B;

    if ( Killer.IsA('PlayerPawn') )
    {
        P = PlayerPawn(Killer);
        B = Bot(Other);
        Win = 1;
        WinCount++;
    }
    else if ( Other.IsA('PlayerPawn') )
    {
        LoseCount++;
        P = PlayerPawn(Other);
        B = Bot(Killer);
    }
    else
        return;

    if ( B == None )
        oppRating = PlayerRating - 400;
    else
        oppRating = FMin(B.GetRating(), PlayerRating + 400);

    numopp++;
    AvgOpponentRating = (AvgOpponentRating * (numopp - 1) + oppRating)/numopp;      
    if ( numopp < 20 )
    {
        PlayerRating = AvgOpponentRating + 400 * (WinCount - LoseCount)/numopp;         
    }
    else
    {
        if ( oppRating < PlayerRating - 400 )
            return;
        
        if ( PlayerRating < 2100 )
            K = 32;
        else if ( PlayerRating < 2400 )
            K = 24;
        else 
            K = 16; 

        We = 1/(10^((PlayerRating - opprating)/400) + 1);
        PlayerRating = PlayerRating + K * (Win - We);

        /* FOLLOWING NOT DONE - do at end of level FIXME
        Pre-tournament Rating Post-tournament Rating   
        0-2099  2100-2399 Ra = 2100 + (Rn-2100) x 0.75  
        2100-2399 0-2099  Ra = 2100 + (Rn-2100) x 1.33  
        2100-2399 2400-3000 Ra = 2400 + (Rn-2400) x 0.66  
        2400-3000  2100-2399  Ra = 2400 + (Rn-2400) x 1.50 
        */
    }
}

function bool SuccessfulGame()
{
    local Pawn P;

    for ( P=Level.PawnList; P!=None; P=P.NextPawn )
        if ( P.bIsPlayer && (P != RatedPlayer) )
            if ( P.PlayerReplicationInfo.Score >= RatedPlayer.PlayerReplicationInfo.Score )
                return false;

    return true;
}


// Commented out for release version.
function Skip()
{
    if (bRatedGame)
    {
        RatedGameLadderObj.LastMatchType = LadderTypeIndex;
        RatedGameLadderObj.PendingChange = LadderTypeIndex;
        if (IDnum < RatedGameLadderObj.CurrentLadder.Default.Matches-1)
            RatedGameLadderObj.PendingPosition = IDnum+1;
        RatedGameLadderObj.PendingRank = RatedGameLadderObj.CurrentLadder.Default.RankedGame[IDnum];

        RatedPlayer.ClientTravel("UT-Logo-Map.unr"$"?Game=Botpack.LadderTransition", TRAVEL_Absolute, True);
        return;
    }
}

function SkipAll()
{
    if (bRatedGame)
    {
        RatedGameLadderObj.DMPosition = class'LadderDMGOTY'.Default.Matches - 1;
        RatedGameLadderObj.DMRank = 6;
        RatedGameLadderObj.DOMPosition = class'LadderDOM'.Default.Matches - 1;
        RatedGameLadderObj.DOMRank = 6;
        RatedGameLadderObj.CTFPosition = class'LadderCTFGOTY'.Default.Matches - 1;
        RatedGameLadderObj.CTFRank = 6;
        RatedGameLadderObj.ASPosition = class'LadderAS'.Default.Matches - 1;
        RatedGameLadderObj.ASRank = 6;
        RatedGameLadderObj.ChalPosition = class'LadderChal'.Default.Matches - 1;
        RatedGameLadderObj.ChalRank = 6;

        RatedGameLadderObj.LastMatchType = LadderTypeIndex;
        RatedGameLadderObj.PendingChange = LadderTypeIndex;
        RatedGameLadderObj.PendingPosition = 0;
        RatedGameLadderObj.PendingRank = 0;

        RatedPlayer.ClientTravel("UT-Logo-Map.unr"$"?Game=Botpack.LadderTransition", TRAVEL_Absolute, True);
        return;
    }
}

function bool CanSpectate( pawn Viewer, actor ViewTarget )
{
    if ( ViewTarget.bIsPawn && (Pawn(ViewTarget).PlayerReplicationInfo != None)
        && Pawn(ViewTarget).PlayerReplicationInfo.bIsSpectator )
        return false;
    return ( (!bRatedGame && (Level.NetMode == NM_Standalone)) || Viewer.PlayerReplicationInfo.bIsSpectator );
}

function bool ShouldRespawn(Actor Other)
{
    return ( (Inventory(Other) != None) && (Inventory(Other).ReSpawnTime!=0.0) );
}

function ChangeName(Pawn Other, string S, bool bNameChange)
{
    local pawn APlayer;

    if ( S == "" )
        return;

    S = left(S,24);
    if (Other.PlayerReplicationInfo.PlayerName~=S)
        return;
    
    APlayer = Level.PawnList;
    
    While ( APlayer != None )
    {   
        if ( APlayer.bIsPlayer && (APlayer.PlayerReplicationInfo.PlayerName~=S) )
        {
            Other.ClientMessage(S$NoNameChange);
            return;
        }
        APlayer = APlayer.NextPawn;
    }

    Other.PlayerReplicationInfo.OldName = Other.PlayerReplicationInfo.PlayerName;
    Other.PlayerReplicationInfo.PlayerName = S;
    if ( bNameChange && !Other.IsA('Spectator') )
        BroadcastLocalizedMessage( DMMessageClass, 2, Other.PlayerReplicationInfo );            

    if (LocalLog != None)
        LocalLog.LogNameChange(Other);
    if (WorldLog != None)
        WorldLog.LogNameChange(Other);
}

/* FindPlayerStart()
returns the 'best' player start for this player to start from.
Re-implement for each game type
*/
function NavigationPoint FindPlayerStart(Pawn Player, optional byte InTeam, optional string incomingName)
{
    local PlayerStart Dest, Candidate[16], Best;
    local float Score[16], BestScore, NextDist;
    local pawn OtherPlayer;
    local int i, num;
    local Teleporter Tel;
    local NavigationPoint N, LastPlayerStartSpot;

    if ( bStartMatch && (Player != None) && Player.IsA('TournamentPlayer') 
        && (Level.NetMode == NM_Standalone)
        && (TournamentPlayer(Player).StartSpot != None) )
        return TournamentPlayer(Player).StartSpot;

    if( incomingName!="" )
        foreach AllActors( class 'Teleporter', Tel )
            if( string(Tel.Tag)~=incomingName )
                return Tel;

    //choose candidates	
    for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
    {
        Dest = PlayerStart(N);
        if ( (Dest != None) && Dest.bEnabled && !Dest.Region.Zone.bWaterZone )
        {
            if (num<16)
                Candidate[num] = Dest;
            else if (Rand(num) < 16)
                Candidate[Rand(16)] = Dest;
            num++;
        }
    }

    if (num == 0 )
        foreach AllActors( class 'PlayerStart', Dest )
        {
            if (num<16)
                Candidate[num] = Dest;
            else if (Rand(num) < 16)
                Candidate[Rand(16)] = Dest;
            num++;
        }

    if (num>16) num = 16;
    else if (num == 0)
        return None;

    if ( (Player != None) && Player.IsA('TournamentPlayer') 
        && (TournamentPlayer(Player).StartSpot != None) )
        LastPlayerStartSpot = TournamentPlayer(Player).StartSpot;

    //assess candidates
    for (i=0;i<num;i++)
    {
        if ( (Candidate[i] == LastStartSpot) || (Candidate[i] == LastPlayerStartSpot) )
            Score[i] = -10000.0;
        else
            Score[i] = 3000 * FRand(); //randomize
    }       
    for ( OtherPlayer=Level.PawnList; OtherPlayer!=None; OtherPlayer=OtherPlayer.NextPawn)  
        if ( OtherPlayer.bIsPlayer && (OtherPlayer.Health > 0) && !OtherPlayer.IsA('Spectator') )
            for ( i=0; i<num; i++ )
            {
                if ( OtherPlayer.Region.Zone == Candidate[i].Region.Zone )
                {
                    Score[i] -= 1500;
                    NextDist = VSize(OtherPlayer.Location - Candidate[i].Location);
                    if ( NextDist < OtherPlayer.CollisionRadius + OtherPlayer.CollisionHeight )
                        Score[i] -= 1000000.0;
                    else if ( (NextDist < 2000) && FastTrace(Candidate[i].Location, OtherPlayer.Location) )
                        Score[i] -= (10000.0 - NextDist);
                }
                else if ( NumPlayers + NumBots == 2 )
                {
                    Score[i] += 2 * VSize(OtherPlayer.Location - Candidate[i].Location);
                    if ( FastTrace(Candidate[i].Location, OtherPlayer.Location) )
                        Score[i] -= 10000;
                }
            }
    
    BestScore = Score[0];
    Best = Candidate[0];
    for (i=1;i<num;i++)
        if (Score[i] > BestScore)
        {
            BestScore = Score[i];
            Best = Candidate[i];
        }

    LastStartSpot = Best;
    return Best;
}

function Logout(pawn Exiting)
{
    Super.Logout(Exiting);
    if ( Exiting.IsA('Bot') )
        NumBots--;
    if ( Exiting.IsA('Commander') )
        NumCommanders--;
    if ( (Level.NetMode != NM_Standalone) && NeedPlayers() && !AddBot() )
        RemainingBots++;
}

function bool NeedPlayers()
{
    return (!bGameEnded && (NumPlayers + NumBots < MinPlayers));
}

function RestartGame()
{
    local string NextMap;
    local MapList myList;

    // multipurpose don't restart variable
    if ( bDontRestart )
        return;

    if ( EndTime > Level.TimeSeconds ) // still showing end screen
        return;

    // Evaluate a rated game.
    if ( bRatedGame )
    {
        // Clear out the advancement fields.
        RatedGameLadderObj.PendingPosition = 0;
        RatedGameLadderObj.PendingRank = 0;
        RatedGameLadderObj.PendingChange = 0;

        // Setup advancement.
        RatedGameLadderObj.LastMatchType = LadderTypeIndex;
        if ( SuccessfulGame() )
        {
            RatedGameLadderObj.PendingChange = LadderTypeIndex;
            if (IDnum < RatedGameLadderObj.CurrentLadder.Default.Matches-1)
                RatedGameLadderObj.PendingPosition = IDnum+1;   // We are advancing to the next match.
            RatedGameLadderObj.PendingRank = RatedGameLadderObj.CurrentLadder.Default.RankedGame[IDnum];
        }

        RatedPlayer.Health = RatedPlayer.Default.Health;
        RatedPlayer.ClientTravel("UT-Logo-Map.unr"$"?Game=Botpack.LadderTransition", TRAVEL_Absolute, True);
        return;
    }

    // these server travels should all be relative to the current URL
    if ( bChangeLevels && !bAlreadyChanged && (MapListType != None) )
    {
        // open a the nextmap actor for this game type and get the next map
        bAlreadyChanged = true;
        myList = spawn(MapListType);
        NextMap = myList.GetNextMap();
        myList.Destroy();
        if ( NextMap == "" )
            NextMap = GetMapName(MapPrefix, NextMap,1);

        if ( NextMap != "" )
        {
            Level.ServerTravel(NextMap, false);
            return;
        }
    }

    Level.ServerTravel("?Restart" , false);
}

function LogGameParameters(StatLog StatLog)
{
    local bool bTemp;

    if (StatLog == None)
        return;

    // hack to make sure weapon stay logging is correct for multiplayer games
    bTemp = bCoopWeaponMode;
    if ( Level.Netmode != NM_Standalone )
        bCoopWeaponMode = bMultiWeaponStay; 
    Super.LogGameParameters(StatLog);
    bCoopWeaponMode = bTemp;

    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"FragLimit"$Chr(9)$FragLimit);
    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"TimeLimit"$Chr(9)$TimeLimit);
    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"MultiPlayerBots"$Chr(9)$(MinPlayers > 0));
    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"HardCore"$Chr(9)$bHardCoreMode);
    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"MegaSpeed"$Chr(9)$bMegaSpeed);
    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"AirControl"$Chr(9)$AirControl);
    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"JumpMatch"$Chr(9)$bJumpMatch);
    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"UseTranslocator"$Chr(9)$bUseTranslocator);
    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"TournamentMode"$Chr(9)$bTournament);
    if (Level.NetMode == NM_DedicatedServer)
        StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"NetMode"$Chr(9)$"DedicatedServer");
    else if (Level.NetMode == NM_ListenServer)
        StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"NetMode"$Chr(9)$"ListenServer");
    else if (Level.NetMode == NM_Standalone)
    {
        if (bRatedGame)
            StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"NetMode"$Chr(9)$"SinglePlayer");
        else
            StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"NetMode"$Chr(9)$"PracticeMatch");
    }
}

//------------------------------------------------------------------------------
// Game Querying.

function string GetRules()
{
    local string ResultSet;
    ResultSet = Super.GetRules();

    ResultSet = ResultSet$"\\timelimit\\"$TimeLimit;
    ResultSet = ResultSet$"\\fraglimit\\"$FragLimit;
    Resultset = ResultSet$"\\minplayers\\"$MinPlayers;
    Resultset = ResultSet$"\\changelevels\\"$bChangeLevels;
    Resultset = ResultSet$"\\tournament\\"$bTournament;
    if(bMegaSpeed)
        Resultset = ResultSet$"\\gamestyle\\Turbo";
    else
    if(bHardcoreMode)
        Resultset = ResultSet$"\\gamestyle\\Hardcore";
    else
        Resultset = ResultSet$"\\gamestyle\\Classic";

    if(MinPlayers > 0)
        Resultset = ResultSet$"\\botskill\\"$class'ChallengeBotInfo'.default.Skills[Difficulty];

    return ResultSet;
}

function InitGameReplicationInfo()
{
    Super.InitGameReplicationInfo();

    TournamentGameReplicationInfo(GameReplicationInfo).FragLimit = FragLimit;
    TournamentGameReplicationInfo(GameReplicationInfo).TimeLimit = TimeLimit;
}

function bool CheckThisTranslocator(Bot aBot, TranslocatorTarget T)
{
    return false;
}

function bool OneOnOne()
{
    return ( NumPlayers + NumBots == 2 );
}

function float SpawnWait(bot B)
{
    if ( bRatedGame && bNoviceMode && !bTeamGame && (Difficulty <= 2) 
        && (NumBots > 1)
        && (B.PlayerReplicationInfo.Score > RatedPlayer.PlayerReplicationInfo.Score) )
        return ( 7 + NumBots * FRand() );
    return ( NumBots * FRand() );
}
    
function bool NeverStakeOut(bot Other)
{
    return false;
}

defaultproperties
{
     AirControl=0.350000
     TimeLimit=15
     bChangeLevels=True
     bHardCoreMode=True
     bMultiWeaponStay=True
     NetWait=10
     RestartWait=15
     CountDown=10
     TourneyMessage="Waiting for other players."
     WaitingMessage1="Waiting for ready signals."
     WaitingMessage2="(Use your fire button to toggle ready!)"
     ReadyMessage="You are READY!"
     NotReadyMessage="You are NOT READY!"
     CountDownMessage=" seconds until play starts!"
     StartMessage="The match has begun!"
     GameEndedMessage="wins the match!"
     SingleWaitingMessage="Press Fire to start."
     gamegoal="frags wins the match."
     InitialBots=11
     NoNameChange=" is already in use."
     OvertimeMessage="Score tied at the end of regulation. Sudden Death Overtime!!!"
     BotConfigType=Class'Botpack.ChallengeBotInfo'
     LadderTypeIndex=1
     bRestartLevel=False
     bPauseable=False
     bDeathMatch=True
     ScoreBoardType=Class'Botpack.TournamentScoreBoard'
     BotMenuType="UTMenu.UTBotConfigSClient"
     RulesMenuType="UTMenu.UTRulesSClient"
     SettingsMenuType="UTMenu.UTSettingsSClient"
     GameUMenuType="UTMenu.UTGameMenu"
     MultiplayerUMenuType="UTMenu.UTMultiplayerMenu"
     GameOptionsMenuType="UTMenu.UTOptionsMenu"
     HUDType=Class'Botpack.ChallengeHUD'
     MapListType=Class'Botpack.TDMmaplist'
     MapPrefix="DM"
     BeaconName="DM"
     GameName="Tournament DeathMatch"
     DeathMessageClass=Class'Botpack.DeathMessagePlus'
     DMMessageClass=Class'Botpack.DeathMatchMessage'
     MutatorClass=Class'Botpack.DMMutator'
     GameReplicationInfoClass=Class'Botpack.TournamentGameReplicationInfo'
     bLoggingGame=True
}

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Class file time: Do 19.5.2005 19:42:14.000 - Creation time: Fr 7.6.2013 13:15:37.457 - Created with UnCodeX