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() |
bool |
CanSpectate(Pawn Viewer, Actor ViewTarget) |
void |
ChangeName(Pawn Other, string S, bool bNameChange) |
void |
EndGame(string Reason) |
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
*/ |
int |
GetIntOption(string Options, string ParseString, int CurrentValue) |
string |
GetRules()
//------------------------------------------------------------------------------
// Game Querying.
|
bool |
IsRelevant(Actor Other) |
void |
Killed(Pawn killer, Pawn Other, name damageType)
// Monitor killed messages for fraglimit
|
void |
LogGameParameters(StatLog StatLog) |
void |
Logout(Pawn Exiting) |
float |
PlaySpawnEffect(Inventory Inv) |
float |
PlayerJumpZScaling() |
void |
PostBeginPlay() |
int |
ReduceDamage(int Damage, name DamageType, Pawn injured, Pawn instigatedBy) |
void |
RestartGame() |
void |
SetGameSpeed(Float T)
//
// Set gameplay speed.
//
|
bool |
ShouldRespawn(Actor Other) |
void |
Timer() |