Function Summary |
void |
AcceptInventory(Pawn PlayerPawn)
/* 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).
*/ |
bool |
AddBot() |
void |
AddDefaultInventory(Pawn PlayerPawn) |
bool |
AllowTranslocation(Pawn Other, vector Dest)
// AllowTranslocation - return true if Other can teleport to Dest
|
byte |
AssessBotAttitude(Bot aBot, Pawn Other) |
bool |
CanSpectate(Pawn Viewer, Actor ViewTarget) |
bool |
CanTranslocate(Bot aBot) |
void |
ChangeName(Pawn Other, string S, bool bNameChange) |
void |
CheckReady() |
bool |
CheckThisTranslocator(Bot aBot, TranslocatorTarget T) |
void |
EndSpree(Pawn Killer, Pawn Other) |
NavigationPoint |
FindPlayerStart(Pawn Player, optional byte, optional string)
/* FindPlayerStart()
returns the 'best' player start for this player to start from.
Re-implement for each game type
*/ |
bool |
ForceAddBot() |
float |
GameThreatAdd(Bot aBot, Pawn Other) |
string |
GetRules()
//------------------------------------------------------------------------------
// Game Querying.
|
void |
GiveWeapon(Pawn PlayerPawn, string aClassName) |
void |
InitGameReplicationInfo() |
void |
InitRatedGame(LadderInventory LadderObj, PlayerPawn LadderPlayer)
// Set game settings based on ladder information.
// Called when RatedPlayer logs in.
|
void |
Killed(Pawn killer, Pawn Other, name damageType)
// Monitor killed messages for fraglimit
|
void |
LogGameParameters(StatLog StatLog) |
void |
Logout(Pawn Exiting) |
void |
ModifyBehaviour(Bot NewBot) |
bool |
NeedPlayers() |
bool |
NeverStakeOut(Bot Other) |
void |
NotifySpree(Pawn Other, int num) |
bool |
OneOnOne() |
void |
PickAmbushSpotFor(Bot aBot) |
void |
PlayStartUpMessage(PlayerPawn NewPlayer) |
void |
PlayTeleportEffect(Actor Incoming, bool bOut, bool bSound) |
void |
PlayWinMessage(PlayerPawn Player, bool bWinner) |
float |
PlayerJumpZScaling() |
void |
PostBeginPlay() |
void |
PreCacheReferences() |
void |
RateVs(Pawn Other, Pawn Killer) |
int |
ReduceDamage(int Damage, name DamageType, Pawn injured, Pawn instigatedBy) |
void |
RestartGame() |
bool |
RestartPlayer(Pawn aPlayer) |
void |
ScoreKill(Pawn Killer, Pawn Other) |
void |
SendStartMessage(PlayerPawn P) |
bool |
SetEndCams(string Reason) |
void |
SetGameSpeed(Float T)
//
// Set gameplay speed.
//
|
bool |
ShouldRespawn(Actor Other) |
void |
Skip()
// Commented out for release version.
|
void |
SkipAll() |
Bot |
SpawnBot(out NavigationPoint) |
Bot |
SpawnRatedBot(out NavigationPoint) |
float |
SpawnWait(Bot B) |
void |
StartMatch() |
bool |
SuccessfulGame() |
void |
Timer() |
bool |
TooManyBots() |