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