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Engine.Mutator


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//=============================================================================
// Mutator.
// called by the IsRelevant() function of DeathMatchPlus
// by adding new mutators, you can change actors in the level without requiring
// a new game class.  Multiple mutators can be linked together. 
//=============================================================================
class Mutator expands Info
    native;

var Mutator NextMutator;
var Mutator NextDamageMutator;
var Mutator NextMessageMutator;
var Mutator NextHUDMutator;

var bool bHUDMutator;

var class<Weapon> DefaultWeapon;

event PreBeginPlay()
{
    //Don't call Actor PreBeginPlay()
}

simulated event PostRender( canvas Canvas );

function ModifyPlayer(Pawn Other)
{
    // called by GameInfo.RestartPlayer()
    if ( NextMutator != None )
        NextMutator.ModifyPlayer(Other);
}

function bool HandleRestartGame()
{
    if ( NextMutator != None )
        return NextMutator.HandleRestartGame();
    return false;
}

function bool HandleEndGame()
{
    // called by GameInfo.RestartPlayer()
    if ( NextMutator != None )
        return NextMutator.HandleEndGame();
    return false;
}

function bool HandlePickupQuery(Pawn Other, Inventory item, out byte bAllowPickup)
{
    if ( NextMutator != None )
        return NextMutator.HandlePickupQuery(Other, item, bAllowPickup);
    return false;
}

function bool PreventDeath(Pawn Killed, Pawn Killer, name damageType, vector HitLocation)
{
    if ( NextMutator != None )
        return NextMutator.PreventDeath(Killed,Killer, damageType,HitLocation);
    return false;
}

function ModifyLogin(out class<playerpawn> SpawnClass, out string Portal, out string Options)
{
    if ( NextMutator != None )
        NextMutator.ModifyLogin(SpawnClass, Portal, Options);
}

function ScoreKill(Pawn Killer, Pawn Other)
{
    // called by GameInfo.ScoreKill()
    if ( NextMutator != None )
        NextMutator.ScoreKill(Killer, Other);
}

// return what should replace the default weapon
// mutators further down the list override earlier mutators
function Class<Weapon> MutatedDefaultWeapon()
{
    local Class<Weapon> W;

    if ( NextMutator != None )
    {
        W = NextMutator.MutatedDefaultWeapon();
        if ( W == Level.Game.DefaultWeapon )
            W = MyDefaultWeapon();
    }
    else
        W = MyDefaultWeapon();
    return W;
}

function Class<Weapon> MyDefaultWeapon()
{
    if ( DefaultWeapon != None )
        return DefaultWeapon;
    else
        return Level.Game.DefaultWeapon;
}

function AddMutator(Mutator M)
{
    if ( NextMutator == None )
        NextMutator = M;
    else
        NextMutator.AddMutator(M);
}

/* ReplaceWith()
Call this function to replace an actor Other with an actor of aClass.
*/
function bool ReplaceWith(actor Other, string aClassName)
{
    local Actor A;
    local class<Actor> aClass;

    if ( Other.IsA('Inventory') && (Other.Location == vect(0,0,0)) )
        return false;
    aClass = class<Actor>(DynamicLoadObject(aClassName, class'Class'));
    if ( aClass != None )
        A = Spawn(aClass,Other.Owner,Other.tag,Other.Location, Other.Rotation);
    if ( Other.IsA('Inventory') )
    {
        if ( Inventory(Other).MyMarker != None )
        {
            Inventory(Other).MyMarker.markedItem = Inventory(A);
            if ( Inventory(A) != None )
            {
                Inventory(A).MyMarker = Inventory(Other).MyMarker;
                A.SetLocation(A.Location 
                    + (A.CollisionHeight - Other.CollisionHeight) * vect(0,0,1));
            }
            Inventory(Other).MyMarker = None;
        }
        else if ( A.IsA('Inventory') )
        {
            Inventory(A).bHeldItem = true;
            Inventory(A).Respawntime = 0.0;
        }
    }
    if ( A != None )
    {
        A.event = Other.event;
        A.tag = Other.tag;
        return true;
    }
    return false;
}

/* Force game to always keep this actor, even if other mutators want to get rid of it
*/
function bool AlwaysKeep(Actor Other)
{
    if ( NextMutator != None )
        return ( NextMutator.AlwaysKeep(Other) );
    return false;
}

function bool IsRelevant(Actor Other, out byte bSuperRelevant)
{
    local bool bResult;

    // allow mutators to remove actors
    bResult = CheckReplacement(Other, bSuperRelevant);
    if ( bResult && (NextMutator != None) )
        bResult = NextMutator.IsRelevant(Other, bSuperRelevant);

    return bResult;
}

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
    return true;
}

function Mutate(string MutateString, PlayerPawn Sender)
{
    if ( NextMutator != None )
        NextMutator.Mutate(MutateString, Sender);
}

function MutatorTakeDamage( out int ActualDamage, Pawn Victim, Pawn InstigatedBy, out Vector HitLocation, 
                        out Vector Momentum, name DamageType)
{
    if ( NextDamageMutator != None )
        NextDamageMutator.MutatorTakeDamage( ActualDamage, Victim, InstigatedBy, HitLocation, Momentum, DamageType );
}

function bool MutatorTeamMessage( Actor Sender, Pawn Receiver, PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep )
{
    if ( NextMessageMutator != None )
        return NextMessageMutator.MutatorTeamMessage( Sender, Receiver, PRI, S, Type, bBeep );
    else
        return true;
}

function bool MutatorBroadcastMessage( Actor Sender, Pawn Receiver, out coerce string Msg, optional bool bBeep, out optional name Type )
{
    if ( NextMessageMutator != None )
        return NextMessageMutator.MutatorBroadcastMessage( Sender, Receiver, Msg, bBeep, Type );
    else
        return true;
}

function bool MutatorBroadcastLocalizedMessage( Actor Sender, Pawn Receiver, out class<LocalMessage> Message, out optional int Switch, out optional PlayerReplicationInfo RelatedPRI_1, out optional PlayerReplicationInfo RelatedPRI_2, out optional Object OptionalObject )
{
    if ( NextMessageMutator != None )
        return NextMessageMutator.MutatorBroadcastLocalizedMessage( Sender, Receiver, Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
    else
        return true;
}

// Registers the current mutator on the client to receive PostRender calls.
simulated function RegisterHUDMutator()
{
    local Pawn P;

    ForEach AllActors(class'Pawn', P)
        if ( P.IsA('PlayerPawn') && (PlayerPawn(P).myHUD != None) )
        {
            NextHUDMutator = PlayerPawn(P).myHud.HUDMutator;
            PlayerPawn(P).myHUD.HUDMutator = Self;
            bHUDMutator = True;
        }   
}

defaultproperties
{
}

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Class file time: Do 19.5.2005 19:42:12.000 - Creation time: Fr 7.6.2013 13:15:51.638 - Created with UnCodeX