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Function Summary |
void |
AddDefaultInventory(Pawn PlayerPawn)
//
// Spawn any default inventory for the player.
//
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bool |
AtCapacity(bool bSpectator) |
void |
BroadcastTeam(Controller Sender, string Msg, optional name) |
bool |
CanSpectate(PlayerController Viewer, Actor ViewTarget)
//
// Return whether Viewer is allowed to spectate from the
// point of view of ViewTarget.
//
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void |
ChangeName(Controller Other, string S, bool bNameChange)
/* Try to change a player's name.
*/ |
bool |
ChangeTeam(Controller Other, int N)
/* Return whether a team change is allowed.
*/ |
bool |
CheckEndGame(PlayerReplicationInfo Winner, string Reason)
//==========================================================================
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void |
CheckScore(PlayerReplicationInfo Scorer)
/* CheckScore()
see if this score means the game ends
*/ |
void |
DiscardInventory(Pawn Other)
/* Discard a player's inventory after he dies.
*/ |
void |
EndGame(PlayerReplicationInfo Winner, string Reason)
/* End of game.
*/ |
void |
EndLogging(string Reason) |
NavigationPoint |
FindPlayerStart(Controller Player, optional byte, optional string)
/* Return the 'best' player start for this player to start from.
*/ |
string |
GetDefaultPlayerClassName(Controller C) |
string |
GetInfo()
//------------------------------------------------------------------------------
// Game Querying.
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int |
GetIntOption(string Options, string ParseString, int CurrentValue) |
void |
GetKeyValue(string Pair, out string, out string)
//
// break up a key=value pair into its key and value.
//
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string |
GetNetworkNumber() |
string |
GetRules() |
int |
GetServerPort()
// Return the server's port number.
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bool |
GrabOption(out string, out string)
//
// Grab the next option from a string.
//
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void |
InitGameReplicationInfo()
//------------------------------------------------------------------------------
// Replication
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void |
InitLists()
//_____________________________________________________________________________
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void |
InitLogging()
/* InitLogging()
Set up statistics logging
*/ |
bool |
IsOnTeam(Controller Other, int TeamNum) |
void |
Kick(string S) |
void |
KickBan(string S) |
void |
LogGameParameters()
//------------------------------------------------------------------------------
// Stat Logging.
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void |
Logout(Controller Exiting)
//
// Player exits.
//
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void |
NotifyKilled(Controller Killer, Controller Killed, Pawn KilledPawn) |
string |
ParseKillMessage(string KillerName, string VictimName, string DeathMessage)
// %k = Owner's PlayerName (Killer)
// %o = Other's PlayerName (Victim)
// %w = Owner's Weapon ItemName
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string |
ParseOption(string Options, string InKey)
/* ParseOption()
Find an option in the options string and return it.
*/ |
byte |
PickTeam(byte Current)
/* Return a picked team number if none was specified
*/ |
bool |
PickupQuery(Pawn Other, Pickup item)
/* Called when pawn has a chance to pick Item up (i.e. when
the pawn touches a weapon pickup). Should return true if
he wants to pick it up, false if he does not want it.
*/ |
float |
PlaySpawnEffect(Pickup P)
/* Play an inventory respawn effect.
*/ |
void |
PlayTeleportEffect(Actor Incoming, bool bOut, bool bSound)
/* Play a teleporting special effect.
*/ |
void |
ProcessServerTravel(string URL, bool bItems)
/* ProcessServerTravel()
Optional handling of ServerTravel for network games.
*/ |
float |
RatePlayerStart(NavigationPoint N, byte Team, Controller Player)
/* Rate whether player should choose this NavigationPoint as its start
default implementation is for single player game
*/ |
void |
Reset()
/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/ |
void |
RestartGame()
/* Restart the game.
*/ |
void |
RestartPlayer(Controller aPlayer)
//
// Restart a player.
//
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void |
ScoreKill(Controller Killer, Controller Other) |
void |
ScoreObjective(PlayerReplicationInfo Scorer, Int Score) |
void |
SendPlayer(PlayerController aPlayer, string URL)
/* Send a player to a URL.
*/ |
void |
SendStartMessage(PlayerController P) |
void |
SetGameSpeed(Float T)
//
// Set gameplay speed.
//
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bool |
SetPause(BOOL bPause, PlayerController P) |
void |
SetPlayerDefaults(Pawn PlayerPawn)
/* SetPlayerDefaults()
first make sure pawn properties are back to default, then give mutators an opportunity
to modify them
*/ |
bool |
ShouldRespawn(Pickup Other)
//
// Return whether an item should respawn.
//
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void |
StartMatch()
/* StartMatch()
Start the game - inform all actors that the match is starting, and spawn player pawns
*/ |