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//============================================================================= // UTIntro. //============================================================================= class UTIntro extends TournamentGameInfo; var bool bOpened; var int TickCount; var config string CityIntroHUDClass; event PreBeginPlay() { if( CityIntroHUDClass!="" && Left(string(Level), 9) ~="cityintro" ) { HUDType = class<HUD>( DynamicLoadObject(CityIntroHUDClass, class'Class') ); Log("Using CityIntro HUD: "$HUDType); } Super.PreBeginPlay(); } event playerpawn Login ( string Portal, string Options, out string Error, class<playerpawn> SpawnClass ) { local PlayerPawn NewPlayer; local SpectatorCam Cam; // Don't allow player to be a spectator if( !SpawnClass.Default.bCollideActors ) SpawnClass = class'TMale2'; bRatedGame = true; NewPlayer = Super.Login(Portal, Options, Error, SpawnClass); bRatedGame = false; NewPlayer.bHidden = True; foreach AllActors(class'SpectatorCam', Cam) NewPlayer.ViewTarget = Cam; return NewPlayer; } /* 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; } function PlayTeleportEffect( actor Incoming, bool bOut, bool bSound) { } function float PlaySpawnEffect(inventory Inv) { } function bool SetPause( BOOL bPause, PlayerPawn P ) { return False; } auto state Startup { function Tick(float DeltaTime) { local Pawn P; if( Level.LevelAction == LEVACT_Connecting ) { bOpened = True; Disable('Tick'); return; } TickCount++; if(TickCount < 2) return; if (DemoBuild == 1 && !bOpened ) { for ( P=Level.PawnList; P!=None; P=P.NextPawn ) { if ( P.IsA('PlayerPawn') && (PlayerPawn(P) != None) && (PlayerPawn(P).Player != None) && (TournamentConsole(PlayerPawn(P).Player.Console) != None) && PlayerPawn(P).ProgressMessage[0] == "") TournamentConsole(PlayerPawn(P).Player.Console).LaunchUWindow(); } } bOpened = True; Disable('Tick'); } } function bool CanSpectate( pawn Viewer, actor ViewTarget ) { return false; } defaultproperties { bGameEnded=True bCanViewOthers=False DefaultWeapon=None RulesMenuType="UTMenu.UTRulesSClient" SettingsMenuType="UTMenu.UTRulesSClient" GameUMenuType="UTMenu.UTGameMenu" MultiplayerUMenuType="UTMenu.UTMultiplayerMenu" GameOptionsMenuType="UTMenu.UTOptionsMenu" HUDType=Class'Botpack.CHNullHUD' } |
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