## Engine
Class LevelInfo

source: C:\XIII\Engine\Classes\LevelInfo.uc

    Core.Object
       |
       +--Engine.Actor
          |
          +--Engine.Info
             |
             +--Engine.ZoneInfo
                |
                +--Engine.LevelInfo

Direct Known Subclasses:None

class LevelInfo
extends Engine.ZoneInfo

    //=============================================================================
    // LevelInfo contains information about the current level. There should
    // be one per level and it should be actor 0. UnrealEd creates each level's
    // LevelInfo automatically so you should never have to place one
    // manually.
    //
    // The ZoneInfo properties in the LevelInfo are used to define
    // the properties of all zones which don't themselves have ZoneInfo.
    //=============================================================================

Variables
`string` | `Author` Who built it.
`float` | `Brightness` to use audio 'engine' functions instead of HX scripts...
`vector` | `CameraLocationDynamic` Actor shadows display mode.
`vector` | `CameraLocationFront` Actor shadows display mode.
`vector` | `CameraLocationSide` Actor shadows display mode.
`vector` | `CameraLocationTop` Actor shadows display mode.
`rotator` | `CameraRotationDynamic` Actor shadows display mode.
`string` | `ComputerName` Machine's name according to the OS.
`Controller` | `ControllerList` Min engine version that is net compatible.
`int` | `Day` Day of month.
`int` | `DayOfWeek` Day of week.
`string` | `DefaultGameType` Min engine version that is net compatible.
`Texture` | `DefaultTexture` to use audio 'engine' functions instead of HX scripts...
`enum` | `ELevelAction` to use audio 'engine' functions instead of HX scripts...
`enum` | `ENetMode` to use audio 'engine' functions instead of HX scripts...
`string` | `EngineVersion` Engine version.
`Actor` | `FlashManager` Min engine version that is net compatible.
`GameInfo` | `Game` Min engine version that is net compatible.
`int` | `Hour` Hour.
`int` | `HubStackLevel` to use audio 'engine' functions instead of HX scripts...
`int` | `IdealPlayerCount` Ideal number of players for this level.
`sound` | `InitMusic` Actor shadows display mode.
`INT` | `InitMusicParameters[5]` Actor shadows display mode.
`int` | `InitialCartoonEffect` Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
`Texture` | `LargeVertex` to use audio 'engine' functions instead of HX scripts...
`string` | `LevelEnterText` Message to tell players when they enter.
`string` | `LocalizedPkg` Package to look in for localizations.
`array` | `MPClassNames` Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
`array` | `MPMeshNames` Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
`array` | `MPSMeshNames` Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
`array` | `MPTexNames` Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
`int` | `Millisecond` Millisecond.
`string` | `MinNetVersion` Min engine version that is net compatible.
`int` | `Minute` Minute.
`int` | `Month` Month.
`Array` | `MusicVars` Actor shadows display mode.
`NavigationPoint` | `NavigationPointList` Min engine version that is net compatible.
`float` | `NextSwitchCountdown` Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
`string` | `NextURL` Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
`PlayerReplicationInfo` | `Pauser` If paused, name of person pausing the game.
`Pawn` | `PawnList` Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
`INT` | `PixelHeight` to use audio 'engine' functions instead of HX scripts...
`INT` | `PixelWidth` to use audio 'engine' functions instead of HX scripts...
`Texture` | `Screenshot` to use audio 'engine' functions instead of HX scripts...
`int` | `Second` Second.
`int` | `ShadowMode` Actor shadows display mode.
`float` | `TimeDilation` Normally 1 - scales real time passage.
`float` | `TimeSeconds` Time in seconds since level began play.
`string` | `Title` Millisecond.
`string` | `VisibleGroups` List of the group names which were checked when the level was last saved
`Texture` | `WhiteSquareTexture` to use audio 'engine' functions instead of HX scripts...
`int` | `Year` Year.
`bool` | `bAggressiveLOD` frame rate is well below DesiredFrameRate, so make LOD more aggressive
`bool` | `bAllowCheat` Allow cheat code in retail.
`bool` | `bBegunPlay` Whether gameplay has begun.
`bool` | `bCineFrame` ::iKi:: Draw cinematics frame 16/9
`bool` | `bDropDetail` frame rate is below DesiredFrameRate, so drop high detail actors
`bool` | `bHighDetailMode` Client high-detail mode.
`bool` | `bLonePlayer` No multiplayer coordination, i.e. for entranceways.
`bool` | `bNeverPrecache` to use audio 'engine' functions instead of HX scripts...
`bool` | `bNextItems` Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
`bool` | `bNoEnemyAlliance` Starting gameplay.
`bool` | `bPlayersOnly` Only update players.
`bool` | `bReplaceHXScripts` to use audio 'engine' functions instead of HX scripts...
`bool` | `bStartup` Starting gameplay.
`int` | `iLoadEngineValue` to use audio 'engine' functions instead of HX scripts...

Function Summary
`simulated` | `AddRndCubeSprExclude(Vector Min, Vector Max)`
    // Add an excluded region. This function add a cubic region where is effect isn't visible.
    // Notes : only one excluded region should be visible at a time.
    //         excluded region are rounded to coordinates multiple of 512.
    //         don't use too many excluded regions (less than 10 would be good).
`bool` | `ChangeRndCubeSprProp(float Proportion, float FadeSpeed, float NbrSprFadePerLoop)`
    // Set the proportion of used sprite.
    // The proportion is changed smoothly. SpeedChg (0 to 1) define the fade speed.
    // NbrSprFadePerLoop give the number of sprite that begin to fade each call. NbrSprFadePerLoop can be floating and lower than 1.
    // The function return true is the wanted proportion is reached.
`void` | `DecAlerte()`
`void` | `DecAttaque()`
`void` | `DecAttente()`
`void` | `DecalScreen(int _Axis, int _value)`
    // Move the viewport on the screen
`string` | `GetAddressURL()`
    //
    // Return the URL of this level, which may possibly
    // exist on a remote machine.
    //
`string` | `GetLocalURL()`
    //
    // Return the URL of this level on the local machine.
    //
`int` | `GetPlateForme()`
    // Get the plate forme number. (0=PC, 1=PS2, 2=XBox, 3=Cube)
`void` | `IncAlerte()`
`void` | `IncAttaque()`
`void` | `IncAttente()`
    //Audio
`simulated` | `InitRndCubeSpr(Texture Texture, int MaxNbrSpr, float PropSprUsed, float Distance)`
    // Initialise the random cube sprite effect. Erase all excluded region.
    // MaxNbrSpr define the maximum number of sprite per cube.
    // PropSprUsed define the proportion sprite initialy used. 1 = MaxNbrSpr sprites are used. 0 = no sprite are used.
    // Distance define the distance up to the cubes are visible.
`void` | `Reset()`
    /* Reset()
    reset actor to initial state - used when restarting level without reloading.
    */
`simulated` | `SetBlurEffect(bool NewState)`
    // Set the blur effect.
`simulated` | `SetInjuredEffect(bool NewState, float Delay)`
    // Set the Injured effect.
`void` | `SetOnlyPostRender(bool flag)`
    // Set if we should only postrender the main viewport
`simulated` | `SetPoisonEffect(bool NewState, float Delay, optional float, optional color)`
    // Set the poison effect.
`simulated` | `SetRndCubeSprSize(float NewSpriteSize, optional float, optional bool)`
    // Set the new sprite size. Default value = 5.0f.
`simulated` | `SetRndCubeSprSpeed(Vector Speed, float RandomSpeed, float RandomAcc)`
    // Set the sprite speed in unit per second.
    // RandomSpeed set the intensity of the additionnal random speed. 0 = no random speed.
    // RandomAcc set the random acceleration factor. 1 = normal.
`simulated` | `SetRndCubeSprState(bool Activate)`
    // Activate of deactivate the effect.
`simulated` | `SetSharpEffect(bool NewState)`
    // Set the sharp effect.
`void` | `SetViewport(int x, int y, int width, int height)`
    // Set the Viewport.
`void` | `ThisIsNeverExecuted()`
    //
    // ensure the DefaultPhysicsVolume class is loaded.
    //

Source Code

    00001	//=============================================================================
    00002	// LevelInfo contains information about the current level. There should
    00003	// be one per level and it should be actor 0. UnrealEd creates each level's
    00004	// LevelInfo automatically so you should never have to place one
    00005	// manually.
    00006	//
    00007	// The ZoneInfo properties in the LevelInfo are used to define
    00008	// the properties of all zones which don't themselves have ZoneInfo.
    00009	//=============================================================================
    00010	class LevelInfo extends ZoneInfo
    00011		native
    00012		nativereplication;
    00013
    00014	// Textures.
    00015	#exec Texture Import File=Textures\WhiteSquareTexture.pcx COMPRESS=DXT1
    00016	#exec Texture Import File=Textures\S_Vertex.tga Name=LargeVertex COMPRESS=DXT1
    00017
    00018	//-----------------------------------------------------------------------------
    00019	// Level time.
    00020
    00021	// Time passage.
    00022	var() float TimeDilation;          // Normally 1 - scales real time passage.
    00023
    00024	// Current time.
    00025	var           float	TimeSeconds;   // Time in seconds since level began play.
    00026	var transient int   Year;          // Year.
    00027	var transient int   Month;         // Month.
    00028	var transient int   Day;           // Day of month.
    00029	var transient int   DayOfWeek;     // Day of week.
    00030	var transient int   Hour;          // Hour.
    00031	var transient int   Minute;        // Minute.
    00032	var transient int   Second;        // Second.
    00033	var transient int   Millisecond;   // Millisecond.
    00034
    00035	//-----------------------------------------------------------------------------
    00036	// Text info about level.
    00037
    00038	var() localized string Title;
    00039	var()           string Author;		    // Who built it.
    00040	var() int IdealPlayerCount;	// Ideal number of players for this level.
    00041	var() localized string LevelEnterText;  // Message to tell players when they enter.
    00042	var()           string LocalizedPkg;    // Package to look in for localizations.
    00043	var             PlayerReplicationInfo Pauser;          // If paused, name of person pausing the game.
    00044	var		LevelSummary Summary;
    00045	var           string VisibleGroups;		    // List of the group names which were checked when the level was last saved
    00046	//-----------------------------------------------------------------------------
    00047	// Flags affecting the level.
    00048
    00049	var() bool           bLonePlayer;     // No multiplayer coordination, i.e. for entranceways.
    00050	var bool             bBegunPlay;      // Whether gameplay has begun.
    00051	var bool             bPlayersOnly;    // Only update players.
    00052	var bool             bHighDetailMode; // Client high-detail mode.
    00053	var bool			 bDropDetail;	  // frame rate is below DesiredFrameRate, so drop high detail actors
    00054	var bool			 bAggressiveLOD;  // frame rate is well below DesiredFrameRate, so make LOD more aggressive
    00055	var bool             bStartup;        // Starting gameplay.
    00056	var	bool			 bPathsRebuilt;	  // True if path network is valid
    00057	var() bool bNoEnemyAlliance;
    00058	VAR bool			 bCineFrame;	  // ::iKi:: Draw cinematics frame 16/9°
    00059	var() bool           bAllowCheat;     // Allow cheat code in retail.
    00060
    00061	var int				 ShadowMode;      // Actor shadows display mode.
    00062
    00063	//-----------------------------------------------------------------------------
    00064	// Legend - used for saving the viewport camera positions
    00065	var() vector  CameraLocationDynamic;
    00066	var() vector  CameraLocationTop;
    00067	var() vector  CameraLocationFront;
    00068	var() vector  CameraLocationSide;
    00069	var() rotator CameraRotationDynamic;
    00070
    00071	//-----------------------------------------------------------------------------
    00072	// Audio properties.
    00073
    00074	var (Audio) sound	   InitMusic;
    00075	var (Audio) INT	 InitMusicParameters[5];
    00076	struct MusicVar	{
    00077		var () string	Name;
    00078		var () int		Value;
    00079		var () enum EMusicVarType
    00080	{
    00081		SNDVarType_Int,
    00082		SNDVarType_Bool
    00083	}Type;
    00084
    00085	};
    00086	var (Audio) Array<MusicVar> MusicVars;
    00087	var config bool bReplaceHXScripts;	//to use audio 'engine' functions instead of HX scripts...
    00088
    00089
    00090	//-----------------------------------------------------------------------------
    00091	// Miscellaneous information.
    00092	var int iLoadEngineValue;
    00093	var() float Brightness;
    00094	var() texture Screenshot;
    00095	var texture DefaultTexture;
    00096	var texture WhiteSquareTexture;
    00097	var texture LargeVertex;
    00098	var int HubStackLevel;
    00099	var transient enum ELevelAction
    00100	{
    00101		LEVACT_None,
    00102		LEVACT_Loading,
    00103		LEVACT_Saving,
    00104		LEVACT_Connecting,
    00105		LEVACT_Precaching
    00106	} LevelAction;
    00107
    00108	// Resolution information.
    00109	struct ResInfo
    00110	{
    00111	    var INT PixelWidth;
    00112	    var INT PixelHeight;
    00113	};
    00114
    00115	//-----------------------------------------------------------------------------
    00116	// Renderer Management.
    00117	var() bool bNeverPrecache;
    00118
    00119	//-----------------------------------------------------------------------------
    00120	// Networking.
    00121
    00122	var enum ENetMode
    00123	{
    00124		NM_Standalone,        // Standalone game.
    00125		NM_DedicatedServer,   // Dedicated server, no local client.
    00126		NM_ListenServer,      // Listen server.
    00127		NM_Client             // Client only, no local server.
    00128	} NetMode;
    00129	var string ComputerName;  // Machine's name according to the OS.
    00130	var string EngineVersion; // Engine version.
    00131	var string MinNetVersion; // Min engine version that is net compatible.
    00132
    00133	//-----------------------------------------------------------------------------
    00134	// Gameplay rules
    00135
    00136	var() string DefaultGameType;
    00137	var GameInfo Game;
    00138
    00139	//-----------------------------------------------------------------------------
    00140	var Actor FlashManager;
    00141
    00142	//-----------------------------------------------------------------------------
    00143	// Navigation point and Pawn lists (chained using nextNavigationPoint and nextPawn).
    00144
    00145	var const NavigationPoint NavigationPointList;
    00146	var const Controller ControllerList;
    00147	var const Pawn PawnList;  // Multiplayer pawn list for handling autoaim on clients. (WARN, not initialized in offline)
    00148
    00149	//-----------------------------------------------------------------------------
    00150	// Server related.
    00151
    00152	var string NextURL;
    00153	var bool bNextItems;
    00154	var float NextSwitchCountdown;
    00155
    00156	//-----------------------------------------------------------------------------
    00157	// Initial Cartoon Effect.
    00158
    00159	var() int InitialCartoonEffect;
    00160
    00161	var(Bot) int BotLevel[8];
    00162	var(Bot) int BotTeam[8];
    00163	var(Bot) int BotNumber;
    00164	var(Bot) string configMenu;
    00165
    00166	var(Difficulty) float AdjustDifficulty ;
    00167
    00168	//-----------------------------------------------------------------------------
    00169	// For automatic dynamic load referencing
    00170	// Forces some pointers to load (JOB)
    00171	var(ForcedLoading) array<texture>				ForcedTextures;
    00172	var(ForcedLoading) array<mesh>					ForcedMeshes;
    00173	var(ForcedLoading) array<staticmesh>			ForcedStaticMeshes;
    00174	var(ForcedLoading) array<class>					ForcedClasses;
    00175
    00176	var array<string> MPClassNames;
    00177	var array<string> MPMeshNames;
    00178	var array<string> MPSMeshNames;
    00179	var array<string> MPTexNames;
    00180
    00181	//-----------------------------------------------------------------------------
    00182	// Functions.
    00183
    00184	event ParseDynamicLoading(LevelInfo MyLI)
    00185	{
    00186	    local int i;
    00187
    00188	    Log("PARSING "$self$" for DYAMICLOADING");
    00189	    if ( MyLI.bLonePlayer )
    00190	    {
    00191	      MyLI.ForcedClasses[MyLI.ForcedClasses.Length] =
    00192	        class(DynamicLoadObject("XIII.XIIISOloMutator", class'Class'));
    00193	      return;
    00194	    }
    00195
    00196	    // Multiplayer game, add all multiplayer classes to arrays
    00197
    00198	    // Load FlashBang & Bomb
    00199	    MyLI.ForcedClasses[MyLI.ForcedClasses.Length] =
    00200	      class(DynamicLoadObject("XIIIMP.FlashBang", class'Class'));
    00201	    class<inventory>(MyLI.ForcedClasses[MyLI.ForcedClasses.Length - 1]).Static.StaticParseDynamicLoading(MyLI);
    00202	    MyLI.ForcedClasses[MyLI.ForcedClasses.Length] =
    00203	      class(DynamicLoadObject("XIIIMP.MPBomb", class'Class'));
    00204	    class<inventory>(MyLI.ForcedClasses[MyLI.ForcedClasses.Length - 1]).Static.StaticParseDynamicLoading(MyLI);
    00205	    MyLI.ForcedClasses[MyLI.ForcedClasses.Length] =
    00206	      class(DynamicLoadObject("XIIIMP.BerettaMulti", class'Class'));
    00207	    class<inventory>(MyLI.ForcedClasses[MyLI.ForcedClasses.Length - 1]).Static.StaticParseDynamicLoading(MyLI);
    00208
    00209	    // Load all defaults
    00210	    for ( i=0; i<MPClassNames.Length; i++ )
    00211	    {
    00212	      MyLI.ForcedClasses[MyLI.ForcedClasses.Length] =
    00213	        class(DynamicLoadObject(default.MPClassNames[i], class'Class'));
    00214	      if ( class<inventory>(MyLI.ForcedClasses[MyLI.ForcedClasses.Length - 1]) != none )
    00215	        class<inventory>(MyLI.ForcedClasses[MyLI.ForcedClasses.Length - 1]).Static.StaticParseDynamicLoading(MyLI);
    00216	    }
    00217	    for ( i=0; i<MPMeshNames.Length; i++ )
    00218	      MyLI.ForcedMeshes[MyLI.ForcedMeshes.Length] =
    00219	        Mesh(DynamicLoadObject(default.MPMeshNames[i], class'Mesh'));
    00220	    for ( i=0; i<MPSMeshNames.Length; i++ )
    00221	      MyLI.ForcedStaticMeshes[MyLI.ForcedStaticMeshes.Length] =
    00222	        StaticMesh(DynamicLoadObject(default.MPSMeshNames[i], class'StaticMesh'));
    00223	    for ( i=0; i<MPTexNames.Length; i++ )
    00224	      MyLI.ForcedTextures[MyLI.ForcedTextures.Length] =
    00225	        texture(DynamicLoadObject(default.MPTexNames[i], class'Texture'));
    00226	}
    00227
    00228	//Audio
    00229	native(593) static final function IncAttente();
    00230	native(592) static final function DecAttente();
    00231	native(591) static final function IncAlerte();
    00232	native(590) static final function DecAlerte();
    00233	native(589) static final function IncAttaque();
    00234	native(588) static final function DecAttaque();
    00235
    00236
    00237	//
    00238	// Return the URL of this level on the local machine.
    00239	//
    00240	native simulated function string GetLocalURL();
    00241
    00242	//
    00243	// Return the URL of this level, which may possibly
    00244	// exist on a remote machine.
    00245
// 00246 native simulated function string GetAddressURL(); 00247 00248 // ***** Random cube sprite effect ***** 00249 00250 // Initialise the random cube sprite effect. Erase all excluded region. 00251 // MaxNbrSpr define the maximum number of sprite per cube. 00252 // PropSprUsed define the proportion sprite initialy used. 1 = MaxNbrSpr sprites are used. 0 = no sprite are used. 00253 // Distance define the distance up to the cubes are visible. 00254 native simulated function InitRndCubeSpr( texture Texture, int MaxNbrSpr, float PropSprUsed, float Distance ); 00255 00256 // Activate of deactivate the effect. 00257 native simulated function SetRndCubeSprState( bool Activate ); 00258 00259 // Set the sprite speed in unit per second. 00260 // RandomSpeed set the intensity of the additionnal random speed. 0 = no random speed. 00261 // RandomAcc set the random acceleration factor. 1 = normal. 00262 native simulated function SetRndCubeSprSpeed( Vector Speed, float RandomSpeed, float RandomAcc ); 00263 00264 // Set the proportion of used sprite. 00265 // The proportion is changed smoothly. SpeedChg (0 to 1) define the fade speed. 00266 // NbrSprFadePerLoop give the number of sprite that begin to fade each call. NbrSprFadePerLoop can be floating and lower than 1. 00267 // The function return true is the wanted proportion is reached. 00268 native simulated function bool ChangeRndCubeSprProp( float Proportion, float FadeSpeed, float NbrSprFadePerLoop ); 00269 00270 // Add an excluded region. This function add a cubic region where is effect isn't visible. 00271 // Notes : only one excluded region should be visible at a time. 00272 // excluded region are rounded to coordinates multiple of 512. 00273 // don't use too many excluded regions (less than 10 would be good). 00274 native simulated function AddRndCubeSprExclude( Vector Min, Vector Max ); 00275 00276 // Set the new sprite size. Default value = 5.0f. 00277 native simulated function SetRndCubeSprSize( float NewSpriteSize, optional float NewSpriteSizeMax, optional bool IsMask ); 00278 00279 // ***** End Random cube sprite effect ***** 00280 00281 // Set the poison effect. 00282 native simulated function SetPoisonEffect( bool NewState, float Delay, optional float MaxIntensity, optional color Hue ); 00283 00284 // Set the blur effect. 00285 native simulated function SetBlurEffect( bool NewState ); 00286 00287 // Set the sharp effect. 00288 native simulated function SetSharpEffect( bool NewState ); 00289 00290 // Set the Injured effect. 00291 native simulated function SetInjuredEffect( bool NewState, float Delay ); 00292 00293 // Set the Viewport. 00294 native(575) static final function SetViewport( int x, int y, int width, int height ); 00295 00296 // Set if we should only postrender the main viewport 00297 native(574) static final function SetOnlyPostRender( bool flag ); 00298 00299 // Set the poison effect. 00300 native simulated function GetAvailableRes( out array<ResInfo> ListRes ); 00301 00302 // Move the viewport on the screen 00303 native static final function DecalScreen(int _Axis, int _value); // axis 0 is X, axis 1 is Y 00304 00305 // Get the plate forme number. (0=PC, 1=PS2, 2=XBox, 3=Cube) 00306 native simulated function int GetPlateForme(); 00307 00308 //_____________________________________________________________________________ 00309 simulated event PreBeginPlay() 00310 { 00311 local int i, NbSkins; 00312 00313 Super.PreBeginPlay(); 00314 00315 if ( NetMode != NM_Standalone ) 00316 { 00317 NbSkins = class'MeshSkinList'.default.MeshSkinListInfo.Length; 00318 Log("DYNAMICLOAD SkinList NbSkins="$NbSkins); 00319 if ( NbSkins > 0 ) 00320 { 00321 for (i=0; i<NbSkins; i++) 00322 { 00323 Log(" "$i$" - "$class'MeshSkinList'.default.MeshSkinListInfo[i].SkinReadableName@"("$class'MeshSkinList'.default.MeshSkinListInfo[i].SkinCode$"|"$class'MeshSkinList'.default.MeshSkinListInfo[i].SkinName$") CodeMesh="$class'MeshSkinList'.default.MeshSkinListInfo[i].CodeMesh); 00324 DynamicLoadObject(class'MeshSkinList'.default.MeshSkinListInfo[i].SkinName, class'Mesh'); 00325 DynamicLoadObject(class'MeshSkinList'.default.MeshSkinListInfo[i].SkinRed, class'Texture'); 00326 DynamicLoadObject(class'MeshSkinList'.default.MeshSkinListInfo[i].SkinBlue, class'Texture'); 00327 } 00328 } 00329 } 00330 } 00331 00332 // 00333 // Jump the server to a new level. 00334 // 00335 event ServerTravel( string URL, bool bItems ) 00336 { 00337 if( NextURL=="" ) 00338 { 00339 bNextItems = bItems; 00340 NextURL = URL; 00341 if( Game!=None ) 00342 Game.ProcessServerTravel( URL, bItems ); 00343 else 00344 NextSwitchCountdown = 0; 00345 } 00346 } 00347 00348 // 00349 // ensure the DefaultPhysicsVolume class is loaded. 00350 // 00351 function ThisIsNeverExecuted() 00352 { 00353 local DefaultPhysicsVolume P; 00354 P = None; 00355 } 00356 00357 00358 /* Reset() 00359 reset actor to initial state - used when restarting level without reloading. 00360 */ 00361 function Reset() 00362 { 00363 // perform garbage collection of objects (not done during gameplay) 00364 ConsoleCommand("OBJ GARBAGE"); 00365 Super.Reset(); 00366 } 00367 00368 00369 //----------------------------------------------------------------------------- 00370 // Network replication. 00371 00372 replication 00373 { 00374 reliable if( bNetDirty && Role==ROLE_Authority ) 00375 Pauser, TimeDilation; 00376 } 00377 00378 // MPClassNames(21)="XIIIMP.XIIIMPCoverMeGameInfo" 00379 // MPClassNames(47)="XIIIMP.XIIIRocketArena" 00380 // MPClassNames(36)="XIIIMP.RocketArenaBotController" 00381 // MPClassNames(48)="XIIIMP.GIPlayer" 00382 00383 defaultproperties 00384 { 00385 TimeDilation=1.000000 00386 Title="Untitled" 00387 VisibleGroups="None" 00388 bHighDetailMode=True 00389 bNoEnemyAlliance=True 00390 MusicVars(0)=(Name="NbAttente") 00391 MusicVars(1)=(Name="NbAlerte") 00392 MusicVars(2)=(Name="NbAttaque") 00393 Brightness=1.000000 00394 DefaultTexture=Texture'Engine.DefaultTexture' 00395 WhiteSquareTexture=Texture'Engine.WhiteSquareTexture' 00396 LargeVertex=Texture'Engine.LargeVertex' 00397 InitialCartoonEffect=-1 00398 MPClassNames(0)="XIIIMP.XIIIMPPlayerPawn" 00399 MPClassNames(1)="XIIIMP.BotPlayer" 00400 MPClassNames(2)="XIIIMP.HeavySoldierPlayer" 00401 MPClassNames(3)="XIIIMP.HunterPlayer" 00402 MPClassNames(4)="XIIIMP.MercenaryPlayer" 00403 MPClassNames(5)="XIIIMP.SniperPlayer" 00404 MPClassNames(6)="XIIIMP.SoldierPlayer" 00405 MPClassNames(9)="XIIIMP.XIIIAccessControl" 00406 MPClassNames(10)="XIIIMP.XIIIAdmin" 00407 MPClassNames(11)="XIIIMP.Bot_GI" 00408 MPClassNames(12)="XIIIMP.Bot_Killer1" 00409 MPClassNames(13)="XIIIMP.Bot_Killer2" 00410 MPClassNames(14)="XIIIMP.Bot_XIII" 00411 MPClassNames(15)="XIIIMP.XIIIMPHud" 00412 MPClassNames(16)="XIIIMP.XIIITeamHud" 00413 MPClassNames(17)="XIIIMP.XIIIBombHud" 00414 MPClassNames(18)="XIIIMP.XIIIMPGameInfo" 00415 MPClassNames(19)="XIIIMP.XIIIMPTeamGameInfo" 00416 MPClassNames(20)="XIIIMP.XIIIMPBombGame" 00417 MPClassNames(22)="XIIIMP.XIIIMPCTFGameInfo" 00418 MPClassNames(23)="XIIIMP.XIIIMPGameRules" 00419 MPClassNames(24)="XIIIMP.XIIIMPMutator" 00420 MPClassNames(25)="XIIIMP.MarioMutator" 00421 MPClassNames(26)="XIIIMP.MPBombMutator" 00422 MPClassNames(27)="XIIIMP.XIIIMPSniperArena" 00423 MPClassNames(28)="XIIIMP.XIIIMPBazookArena" 00424 MPClassNames(29)="XIIIMP.XIIIMPScoreBoard" 00425 MPClassNames(30)="XIIIMP.XIIIMPTeamScoreBoard" 00426 MPClassNames(31)="XIIIMP.BotController" 00427 MPClassNames(32)="XIIIMP.TeamBotController" 00428 MPClassNames(33)="XIIIMP.CTFBotController" 00429 MPClassNames(34)="XIIIMP.CatchableDuckBotController" 00430 MPClassNames(35)="XIIIMP.DuckBotController" 00431 MPClassNames(37)="XIIIMP.XIIIMPDuckController" 00432 MPClassNames(38)="XIIIMP.TheDuck" 00433 MPClassNames(39)="XIIIMP.TheCatchableDuck" 00434 MPClassNames(40)="XIIIMP.XIIIMPDuckGameInfo" 00435 MPClassNames(41)="XIIIMP.XIIIMPCatchableDuckGameInfo" 00436 MPClassNames(42)="XIIIMP.SabotageBotController" 00437 MPClassNames(43)="XIIIMP.XIIIMPCTFGameInfo" 00438 MPClassNames(44)="XIIIMP.XIIIMPCTFMutator" 00439 MPClassNames(45)="XIIIMP.XIIIMPCTFStorage" 00440 MPClassNames(46)="XIIIMP.XIIIMPSabotageStorage" 00441 MPClassNames(49)="XIIIMP.XIIIMPSpecialMatos" 00442 MPClassNames(50)="XIIIMP.HarnaisCTF" 00443 MPClassNames(51)="XIIIMP.BlueHarnaisCTF" 00444 MPClassNames(52)="XIIIMP.HarnaisCTFAttachment" 00445 MPClassNames(53)="XIIIMP.BlueHarnaisCTFAttachment" 00446 MPClassNames(54)="XIIIMP.XIIIMPTeamStorage" 00447 MPClassNames(55)="XIIIMP.XIIIMPTeamMutator" 00448 MPClassNames(56)="XIIIMP.XIIIMPDuckMutator" 00449 MPClassNames(57)="XIIIMP.XIIIMPCatchableDuckMutator" 00450 MPClassNames(58)="XIIIMP.HarnaisBomb" 00451 MPClassNames(59)="XIIIMP.HarnaisBombAttachment" 00452 MPClassNames(60)="XIIIMP.XIIIMPCTFScoreBoard" 00453 MPClassNames(61)="XIIIMP.XIIIMPSabotageScoreBoard" 00454 MPClassNames(62)="XIIIMP.XIIICTFHud" 00455 MPClassNames(63)="XIIIMP.XIIIBirdHud" 00456 MPClassNames(64)="XIIIMP.MarioArmorAndMedKitPickUp" 00457 MPClassNames(65)="XIIIMP.MarioHeavyWeaponPickUp" 00458 MPClassNames(66)="XIIIMP.MarioSmallWeaponPickUp" 00459 MPClassNames(67)="XIIIMP.MarioSuperBonusPickUp" 00460 MPClassNames(68)="XIIIMP.MarioSuperBonus" 00461 MPClassNames(69)="XIIIMP.Invisibility" 00462 MPClassNames(70)="XIIIMP.Invulnerability" 00463 MPClassNames(71)="XIIIMP.LoseArmor" 00464 MPClassNames(72)="XIIIMP.LoseLife" 00465 MPClassNames(73)="XIIIMP.Regeneration" 00466 MPClassNames(74)="XIIIMP.SuperArmor" 00467 MPClassNames(75)="XIIIMP.SuperBoost" 00468 MPClassNames(76)="XIIIMP.SuperDamage" 00469 MPClassNames(77)="XIIIMP.Teleport" 00470 MPClassNames(78)="XIIIMP.SuperDuck" 00471 MPClassNames(79)="XIII.FusilChasse" 00472 MPClassNames(80)="XIII.FGrenadB" 00473 MPClassNames(81)="XIII.FGrenad" 00474 MPMeshNames(0)="XIIIPersos.MouetSolM" 00475 MPMeshNames(1)="XIIIPersos.MouetteM" 00476 MPMeshNames(2)="XIIIPersos.DeathM" 00477 MPMeshNames(3)="XIIIPersos.XIIIMilitM" 00478 MPMeshNames(4)="XIIIPersos.CarringtonM" 00479 MPMeshNames(5)="XIIIPersos.DanhsuM" 00480 MPMeshNames(6)="XIIIPersos.GaminM" 00481 MPMeshNames(7)="XIIIPersos.ScandiM" 00482 MPMeshNames(8)="XIIIPersos.NiheiM" 00483 MPMeshNames(9)="XIIIPersos.FrenchyM" 00484 MPMeshNames(10)="XIIIPersos.Frenchy2M" 00485 MPMeshNames(11)="XIIIPersos.RastaM" 00486 MPMeshNames(12)="XIIIPersos.MangousteM" 00487 MPSMeshNames(0)="Meshes_communs.FlagredHarnais" 00488 MPSMeshNames(1)="Meshes_communs.FlagblueHarnais" 00489 MPSMeshNames(2)="Meshes_communs.BombHarnais" 00490 MPTexNames(0)="XIIIPersos.Mul_XIIIMilit_RougeTex" 00491 MPTexNames(1)="XIIIPersos.Mul_XIIIMilit_bleuTex" 00492 MPTexNames(2)="XIIIPersos.Mul_danhsu_RougeTEX" 00493 MPTexNames(3)="XIIIPersos.Mul_danhsu_BleuTEX" 00494 MPTexNames(4)="XIIIPersos.Mul_gamin_RougeTEX" 00495 MPTexNames(5)="XIIIPersos.Mul_gamin_BleuTEX" 00496 MPTexNames(6)="XIIIPersos.Mul_scandi_RougeTEX" 00497 MPTexNames(7)="XIIIPersos.Mul_scandi_BleuTEX" 00498 MPTexNames(8)="XIIIPersos.Mul_rasta_RougeTEX" 00499 MPTexNames(9)="XIIIPersos.Mul_rasta_BleuTEX" 00500 MPTexNames(10)="XIIIPersos.Mul_Carrington_rougeTEX" 00501 MPTexNames(11)="XIIIPersos.Mul_Carrington_bleuTEX" 00502 MPTexNames(12)="XIIIPersos.Mul_Frenchy_rougeTEX" 00503 MPTexNames(13)="XIIIPersos.Mul_Frenchy_bleuTEX" 00504 MPTexNames(14)="XIIIPersos.Mul_Frenchy2_rougeTEX" 00505 MPTexNames(15)="XIIIPersos.Mul_Frenchy2_bleuTEX" 00506 MPTexNames(16)="XIIIPersos.Mul_Mangouste_rougeTEX" 00507 MPTexNames(17)="XIIIPersos.Mul_Mangouste_bleuTEX" 00508 MPTexNames(18)="XIIIPersos.Mul_nihei_rougeTEX" 00509 MPTexNames(19)="XIIIPersos.Mul_nihei_bleuTEX" 00510 bWorldGeometry=True 00511 bAlwaysRelevant=True 00512 bHiddenEd=True 00513 }

End Source Code