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BonusPack.xMutantGame


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// ====================================================================
//  Class: BonusPack.xMutantGame
//
//  Main 'Mutant' game type tab. Basic idea:
//  - When there is no existing mutant, first blood mutates.
//  - Everyone else must hunt down the mutant - you can't kill each other. You get a radar to find them.
//  - If you kill the mutant, you mutate.
//  - Mutant gets invisibility, agility and regen based on number of other players.
//
//  Written by James Golding
//  (c) 2002, Epic Games, Inc.  All Rights Reserved
// ====================================================================

#exec OBJ LOAD FILE=XGameShaders.utx
#exec OBJ LOAD FILE=MutantSkins.utx
#exec OBJ LOAD FILE=InterfaceContent.utx

class xMutantGame extends xDeathMatch;

// Settings
var()   Material                MutantMaterial;

// Internal
var     Controller              CurrentMutant;
var     Controller              CurrentBottomFeeder;
var     float                   RegenTimeCarryOver;

var()   float                   DegenInterval;
//var()	InterpCurve				RegenRate; // Health mutant gets each second as a function of other players
var()   int                     MultiKillBonus; // Additional points for each level of multi-kill
var()   int                     BaseKillScore; // Basic number of points for a kill
var()   int                     MutantSuicidePenalty; // When the mutant suicides, number of points they lose
var()   int                     MaxMultiKillScore; // Cap on multi-kill score
var()   int                     MutantKillHealthBonus; // Health the mutant gets for killing someone
var()   int                     BottomFeederKillScore; // Points the mutant gets for killing the bottom feeder

var()   config bool             bEnableBottomFeeder;

var localized string    MutPropText;
var localized string    MutDescText;

function bool WantsPickups(bot B)
{
    return (B != CurrentMutant);
}

static function PrecacheGameTextures(LevelInfo myLevel)
{
    Super.PrecacheGameTextures(myLevel);

    myLevel.AddPrecacheMaterial(class'HUDMutant'.default.BottomFeederIcon);
    myLevel.AddPrecacheMaterial(Material'MutantSkins.Cellular_0');
    myLevel.AddPrecacheMaterial(Material'TeamSymbols.TeamBeaconT');
    myLevel.AddPrecacheMaterial(Material'InterfaceContent.BorderBoxD');
}

static function PrecacheGameAnnouncements(AnnouncerVoice V, bool bRewardSounds)
{
    Super.PrecacheGameAnnouncements(V,bRewardSounds);
    if ( !bRewardSounds )
    {
        V.PrecacheSound('you_have_mutated');
        V.PrecacheSound('new_mutant');
        V.PrecacheSound('bottom_feeder');
    }
}

/* OBSOLETE UpdateAnnouncements() - preload all announcer phrases used by this actor */
simulated function UpdateAnnouncements() {}

event Tick(float deltaSeconds)
{
    local xMutantPawn p;

    Super.Tick(deltaSeconds);

    if(CurrentMutant == None)
        return;

    p = xMutantPawn(CurrentMutant.Pawn);

    // Regenrate the Mutant
    RegenTimeCarryOver += deltaSeconds;
    while(RegenTimeCarryOver > DegenInterval)
    {
        p.MutantDamage();

        RegenTimeCarryOver -= DegenInterval;
    }
}

// Parse options for this game type
event InitGame( string Options, out string Error )
{
    local string InOpt;

    Super.InitGame(Options, Error);

    // Should we enable bottom feeders
    InOpt = ParseOption( Options, "BottomFeeder");
    if(InOpt != "")
    {
        log("BottomFeeder: "$bool(InOpt));
        bEnableBottomFeeder=bool(InOpt);
    }
}

function int ComparePRI(PlayerReplicationInfo PRI1, PlayerReplicationInfo PRI2)
{
    // Highest score is best
    if(PRI1.Score > PRI2.Score)
        return 1;
    else if(PRI1.Score < PRI2.Score)
        return -1;

    // Least deaths is best
    if(PRI1.Deaths > PRI2.Deaths)
        return -1;
    else if(PRI1.Deaths < PRI2.Deaths)
        return 1;

    // Most recent start time is best
    if(PRI1.StartTime > PRI2.StartTime)
        return 1;
    else if(PRI1.StartTime < PRI2.StartTime)
        return -1;

    // Just can't decide...
    return 0;
}

// When someone scores, update the list of 'bottom feeders'
function UpdateBottomFeeder()
{
    local int i;
    local PlayerReplicationInfo myPRI;
    local Controller oldBF;
    local PlayerController Player;

    oldBF = CurrentBottomFeeder;
    CurrentBottomFeeder = None;

    if(!bEnableBottomFeeder)
        return;

    for(i=0; i<GameReplicationInfo.PRIArray.Length; i++)
    {
        myPRI = GameReplicationInfo.PRIArray[i];

        // Spectators/mutant can't be BF
        if( myPRI.bOnlySpectator || (CurrentMutant != None && myPRI == CurrentMutant.PlayerReplicationInfo) )
            continue;

        if(CurrentBottomFeeder == None)
            CurrentBottomFeeder = Controller(myPRI.Owner);
        else
        {
            // Compare current BF with this PRI. If its worse, make it the new BF.
            if( ComparePRI(CurrentBottomFeeder.PlayerReplicationInfo, myPRI) > 0 )
                CurrentBottomFeeder = Controller(myPRI.Owner);
        }
    }

    // Set the BF PRI into the Mutant GRI
    if(CurrentBottomFeeder != None)
        MutantGameReplicationInfo(GameReplicationInfo).BottomFeederPRI = CurrentBottomFeeder.PlayerReplicationInfo;
    else
        MutantGameReplicationInfo(GameReplicationInfo).BottomFeederPRI = None;

    // Dont send messages once game is over.
    if( IsInState('MatchOver') )
        return;

    // If its a new bottom feeder - send messages to new and old
    if(CurrentBottomFeeder != oldBF)
    {
        // 'No Longer Bottom Feeder' message
        if(oldBF != None)
        {
            Player = PlayerController(oldBF);
            if(Player != None)
                Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 4);
        }

        // 'New Bottom Feeder' message
        if(CurrentBottomFeeder != None)
        {
            Player = PlayerController(CurrentBottomFeeder);
            if(Player != None)
                Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 3);
        }
    }

    //Log( "FEEDER: "$CurrentBottomFeeder.PlayerReplicationInfo.PlayerName );
}

function bool IsBottomFeeder(Controller C)
{
    if(C == None)
        return false;

    if(C == CurrentBottomFeeder)
        return true;

    return false;
}

// Send message stating current Mutant situation to single client.
function SendCurrentMutantMessage(PlayerController Player)
{
    // Dont send messages once game is over.
    if( IsInState('MatchOver') )
        return;

    if(CurrentMutant == None)
        Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 2);
    else
    {
        if(Player == CurrentMutant)
            Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 0);
        else
            Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 1, CurrentMutant.PlayerReplicationInfo);
    }
}

// Send message stating current Mutant situation to all clients.
function SendAllCurrentMutantMessage()
{
    local Controller P;
    local PlayerController Player;

    // Dont send messages once game is over.
    if( IsInState('MatchOver') )
        return;

    for(P = Level.ControllerList; P != None; P = P.nextController)
    {
        Player = PlayerController(P);

        if (Player != None)
        {
            SendCurrentMutantMessage(Player);
        }
    }
}


function float RatePlayerStart(NavigationPoint N, byte Team, Controller Player)
{
    local PlayerStart P;
    local float Score;

    Score = Super.RatePlayerStart(N,Team,Player);

    // If there is a Mutant around - pick a start point a distance away.
    if(Player != None && CurrentMutant != None)
    {
        P = PlayerStart(N);
        if ( P != None )
            Score += 10 * VSize(P.Location - CurrentMutant.Pawn.Location);
    }

    return Score;
}

function RandomTeleportMutant(Controller Pred, xPawn PredPawn)
{
    local NavigationPoint N;
    local PlayerController pcPred;

    N = FindPlayerStart(Pred);

    if(N == None)
    {
        Log("Could not teleport Mutant");
        return;
    }

    Pred.SetLocation(N.Location);
    Pred.SetRotation(N.Rotation);

    PredPawn.SetLocation(N.Location);
    PredPawn.SetRotation(N.Rotation);
    PredPawn.Velocity = vect(0,0,0);

    Pred.ClientSetLocation(N.Location, N.Rotation);

    // Flash clients screen purple
    pcPred = PlayerController(Pred);
    if(pcPred != None)
        pcPred.ClientFlash(0.1, vect(700,0,700));
}


function EquipMutant(xPawn PredPawn)
{
    local Inventory Inv;

    PredPawn.CreateInventory("XWeapons.BioRifle");
    PredPawn.CreateInventory("XWeapons.FlakCannon");
    PredPawn.CreateInventory("XWeapons.LinkGun");
    PredPawn.CreateInventory("XWeapons.Minigun");
    PredPawn.CreateInventory("XWeapons.RocketLauncher");
    PredPawn.CreateInventory("XWeapons.ShockRifle");
    PredPawn.CreateInventory("XWeapons.SniperRifle");

    for( Inv=PredPawn.Inventory; Inv!=None; Inv=Inv.Inventory )
        if ( Weapon(Inv) != None )
            Weapon(Inv).SuperMaxOutAmmo();
}

function SetMutant(Controller Pred, xPawn PredPawn, bool isPred)
{
    local Inventory Inv;
    local UnrealPlayer uPred;

    if(isPred)
    {
        // Invisibility
        PredPawn.SetInvisibility(2000000.0);

        if(!PredPawn.IsA('xMutantPawn'))
            Log("NON MUTANT PAWN");

        // This will trigger glowy effect
        //xMutantPawn(PredPawn).bMutantEffect = true;

        // Agility combo
        PredPawn.AirControl = PredPawn.Default.AirControl * 1.5;
        PredPawn.GroundSpeed = PredPawn.Default.GroundSpeed * 1.5;
        PredPawn.WaterSpeed = PredPawn.Default.WaterSpeed * 1.5;
        PredPawn.AirSpeed = PredPawn.Default.AirSpeed * 1.5;
        PredPawn.JumpZ = PredPawn.Default.JumpZ * 1.5;

        // Give the mutant something to start with.
        PredPawn.GiveHealth(150, 150);
        PredPawn.AddShieldStrength(100); 

        // Give the mutant weapons
        EquipMutant(PredPawn);

        // Dont let Mutant use or pickup Adrenaline.
        // Also, make sure they have at most 99 adrenaline, so they can't perform combos.
        Pred.bAdrenalineEnabled = false;
        Pred.Adrenaline = FMin(99, Pred.Adrenaline);

        // Teleport new Mutant to somewhere in the level.
        RandomTeleportMutant(Pred, PredPawn);

        // Triple jump
        //PredPawn.MaxMultiJump = 2;
        //PredPawn.MultiJumpBoost = 50;

        // Reset regen clock
        RegenTimeCarryOver = 0.0;

        // Set Berserk on
        if (PredPawn.Weapon != None)
            PredPawn.Weapon.StartBerserk();

        PredPawn.bBerserk = true;
    }
    else
    {
        // Turn invisible off
        PredPawn.SetInvisibility(0.0);

        // Turn off glowy effect
        //xMutantPawn(PredPawn).bMutantEffect = false;

        //PredPawn.InvisMaterial = class'xpawn'.default.InvisMaterial;

        // Turn off agility
        Level.Game.SetPlayerDefaults(PredPawn);

        // Back to just double jump
        //PredPawn.MaxMultiJump = 1;
        //PredPawn.MultiJumpBoost = 25;

        // Re-enable adrenaline
        Pred.bAdrenalineEnabled = true;

        // Turn Berserk off
        for( Inv=PredPawn.Inventory; Inv!=None; Inv=Inv.Inventory )
        {
            if (Inv.IsA('Weapon'))
                Weapon(Inv).StopBerserk();
        }

        PredPawn.bBerserk = false;
    }

    // Re-zero multi kill level whenever you transform
    uPred = UnrealPlayer(Pred);
    if(uPred != None)
        uPred.MultiKillLevel = 0;
}

function NotifyKilled(Controller Killer, Controller Other, Pawn OtherPawn)
{
    local xPawn xKiller, xOther;

    Super.NotifyKilled(Killer, Other, OtherPawn);

    // If no-one died - no nothing
    if(Other == None)
        return;

    // Get xPawns involved
    if(Other.Pawn != None)
        xOther = xPawn(Other.Pawn);

    if(Killer != None && Killer.Pawn != None)
        xKiller = xPawn(Killer.Pawn);

    // If there was no Mutant (ie were in FFA)
    if( CurrentMutant == None )
    {
        // As long as this wasn't a suicide, and the killer is still alive, make the killer the Mutant.
        if(Killer != None && Killer != Other && xKiller != None && xKiller.Health > 0)
        {
            CurrentMutant = Killer;
            MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = CurrentMutant.PlayerReplicationInfo;
            SetMutant(Killer, xKiller, true);

            SendAllCurrentMutantMessage();
        }
    }
    // If it was the Mutant that was killed, decide what to do.
    else if( Other == CurrentMutant )
    {
        // If the Mutant killed themselves or suicided, enter FFA again
        if( Killer == None || Killer == Other )
        {
            CurrentMutant = None;
            MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = None;
            SetMutant(Other, xOther, false);

            SendAllCurrentMutantMessage();
        }
        else if(xKiller != None && xKiller.Health > 0) // Make the killer the mutant - if they are still alive
        {
            SetMutant(Other, xOther, false);

            CurrentMutant = Killer;
            MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = CurrentMutant.PlayerReplicationInfo;
            SetMutant(Killer, xKiller, true);

            SendAllCurrentMutantMessage();
        }
        else // Mutual kill - free for all
        {
            CurrentMutant = None;
            MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = None;
            SetMutant(Other, xOther, false);

            SendAllCurrentMutantMessage();
        }
    }
    else
    {
        // If this the Mutant killing another player, give them back some health.
        if(Killer == CurrentMutant && Other.bIsPlayer)
        {
            xKiller.GiveHealth(MutantKillHealthBonus, 150);
        }
    }

    // Update list of bottom players when someone scores
    UpdateBottomFeeder();
}




// Don't let the Mutant pick up adrenaline, health or armor.
function bool PickupQuery( Pawn Other, Pickup item )
{
    local byte bAllowPickup;

    if(Other.Controller == CurrentMutant)
    {
        //if( item.IsA('AdrenalinePickup') || item.IsA('UDamagePack') )
        if( item.IsA('AdrenalinePickup') || item.IsA('UDamagePack') || item.IsA('TournamentHealth') || item.IsA('ShieldPickup') )
            return false;
    }

    if ( (GameRulesModifiers != None) && GameRulesModifiers.OverridePickupQuery(Other, item, bAllowPickup) )
        return (bAllowPickup == 1);

    if ( Other.Inventory == None )
        return true;
    else
        return !Other.Inventory.HandlePickupQuery(Item);
}

// see if this score means the game ends
function CheckScore(PlayerReplicationInfo Scorer)
{
    if ( CheckMaxLives(Scorer) )
        return;

    if ( (GameRulesModifiers != None) && GameRulesModifiers.CheckScore(Scorer) )
        return;

    if ( (Scorer != None) && (bOverTime || (GoalScore > 0)) && (Scorer.Score >= GoalScore) )
        EndGame(Scorer,"fraglimit");
}

function ScoreKill(Controller Killer, Controller Other)
{
    local PlayerReplicationInfo OtherPRI;
    local UnrealPlayer uKiller;
    local int KillScore;

    // Check if we have used up all our lives
    OtherPRI = Other.PlayerReplicationInfo;
    if ( OtherPRI != None )
    {
        OtherPRI.NumLives++;
        if ( (MaxLives > 0) && (OtherPRI.NumLives >=MaxLives) )
            OtherPRI.bOutOfLives = true;
    }

    // Do suitable taunt!
    if ( bAllowTaunts && (Killer != None) && (Killer != Other) && Killer.AutoTaunt()
        && (Killer.PlayerReplicationInfo != None) && (Killer.PlayerReplicationInfo.VoiceType != None) )
    {
        if( Killer.IsA('PlayerController') )
            Killer.SendMessage(OtherPRI, 'AUTOTAUNT', Killer.PlayerReplicationInfo.VoiceType.static.PickRandomTauntFor(Killer, false, false), 10, 'GLOBAL');
        else
            Killer.SendMessage(OtherPRI, 'AUTOTAUNT', Killer.PlayerReplicationInfo.VoiceType.static.PickRandomTauntFor(Killer, false, true), 10, 'GLOBAL');
    }

    // Score negative for suicide
    if( (killer == Other) || (killer == None) )
    {
        if ( OtherPRI != None )
        {
            if(Other == CurrentMutant)
                Other.PlayerReplicationInfo.Score -= MutantSuicidePenalty; // Mutant loses a third of their score if they suicide
            else
                Other.PlayerReplicationInfo.Score -= BaseKillScore; // Ordinary players lose normal kill amount
            Other.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1;
            if (GameStats!=None)
                GameStats.ScoreEvent(Other.PlayerReplicationInfo,-1,"self_frag");
        }
    }
    else if ( killer.PlayerReplicationInfo != None )
    {
        Killer.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1;
        if(CurrentMutant != None) // Mutant present
        {
            if(Other == CurrentMutant) // Mutant was killed
            {
                if ( OtherPRI != None )
                    KillScore = 0.5 * (OtherPRI.Score - Killer.PlayerReplicationInfo.Score);
                KillScore = Max(KillScore, BaseKillScore);

                //Log("KILLED MUTANT: "$KillScore);

                Killer.PlayerReplicationInfo.Score += KillScore;

                if (GameStats!=None)
                    GameStats.ScoreEvent(Killer.PlayerReplicationInfo,1,"frag");
            }
            else if(Killer == CurrentMutant) // Mutant killed someone
            {
                uKiller = UnrealPlayer(Killer);

                if(uKiller != None)
                {
                    //Log("MUTANT KILL: "$BaseKillScore + (uKiller.MultiKillLevel * MultiKillBonus));

                    // If the mutant killed the bottom feeder, they get a special score
                    // Otherwise - score base on multi-kill level

                    if( IsBottomFeeder(Other) )
                        Killer.PlayerReplicationInfo.Score += BottomFeederKillScore;
                    else
                        Killer.PlayerReplicationInfo.Score += Min( BaseKillScore + (uKiller.MultiKillLevel * MultiKillBonus), MaxMultiKillScore );
                }
                else
                {
                    //Log("MUTANT KILL: "$BaseKillScore);
                    Killer.PlayerReplicationInfo.Score += BaseKillScore; // FIXME: Give bots multi-kill bonus?
                }

                if (GameStats!=None)
                    GameStats.ScoreEvent(Killer.PlayerReplicationInfo,1,"frag");
            }
            else if( IsBottomFeeder(Killer) )
            {
                //Log("BOTTOM FEEDER KILL: "$BaseKillScore);
                Killer.PlayerReplicationInfo.Score += BaseKillScore;

                if (GameStats!=None)
                    GameStats.ScoreEvent(Killer.PlayerReplicationInfo,1,"frag");
            }
        }
        else if(CurrentMutant == None) // FFA Kill
        {
            Killer.PlayerReplicationInfo.Score += BaseKillScore;

            if (GameStats!=None)
                GameStats.ScoreEvent(Killer.PlayerReplicationInfo,1,"frag");
        }
    }

    // Let the game rules modify the score as well
    if ( GameRulesModifiers != None )
        GameRulesModifiers.ScoreKill(Killer, Other);

    // Check if this means the end of the match
    if (Killer != None)
        CheckScore(Killer.PlayerReplicationInfo);

    if ( (killer == None) || (Other == None) )
        return;

    // Adjust bot skills if desired
    if ( bAdjustSkill && (killer.IsA('PlayerController') || Other.IsA('PlayerController')) )
    {
        if ( killer.IsA('AIController') )
            AdjustSkill(AIController(killer), PlayerController(Other),true);
        if ( Other.IsA('AIController') )
            AdjustSkill(AIController(Other), PlayerController(Killer),false);
    }
}

//
function int ReduceDamage( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType )
{
    // If there is a Mutant - disable friendly fire (except for bottom feeder).
    if( CurrentMutant != None &&
        (injured != None && injured.Controller != CurrentMutant) &&
        (instigatedBy != None && instigatedBy.Controller != CurrentMutant) &&
        !IsBottomFeeder(instigatedBy.Controller) )
        return 0;

    // Regular damage evaluation
    return Super.ReduceDamage(Damage, injured, instigatedBy, HitLocation, Momentum, DamageType);
}

// Change the default pawn class to xMutantPawn on login.
event PlayerController Login( string Portal, string Options, out string Error )
{
    local PlayerController pc;

    pc = Super.Login(Portal, Options, Error);

    if(pc != None)
    {
        pc.PawnClass = class'BonusPack.xMutantPawn';
        xPlayer(pc).ComboNameList[3] = ""; // Remove invis combo from players list.
    }

    return pc;
}

event PostLogin( PlayerController NewPlayer )
{
    Super.PostLogin(NewPlayer);

    // Update list of bottom players when someone joins
    UpdateBottomFeeder();
}

// If the Mutant leaves - put things back into FFA
function Logout(Controller Exiting)
{
    local xPawn xExit;

    if ( Exiting == CurrentMutant )
    {
        if( Exiting.Pawn != None )
            xExit = xPawn(Exiting.Pawn);

        if( xExit != None )
            SetMutant(Exiting, xExit, false);

        CurrentMutant = None;
        MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = None;
        SendAllCurrentMutantMessage();
    }

    // Update list of bottom players when someone leaves
    UpdateBottomFeeder();

    Super.Logout(Exiting);
}

// So bots dont try and do invis combo
function string RecommendCombo(string ComboName)
{
    local float R;

    // Change combo if its invisibility.
    if( ComboName == "xGame.ComboInvis" )
    {
        R = FRand();

        if( R < 0.33 )
            ComboName = "xGame.ComboSpeed";
        else if( R > 0.66 )
            ComboName = "xGame.ComboBerserk";
        else
            ComboName = "xGame.ComboDefense";
    }

    return Super.RecommendCombo(ComboName);
}

// Set bot pawn class
function Bot SpawnBot(optional string botName)
{
    local Bot B;

    B = Super.SpawnBot(botName);

    if(B != None)
    {
        B.PawnClass = class'BonusPack.xMutantPawn';
    }

    // Update list of bottom players when a bot joins
    UpdateBottomFeeder();

    return B;
}

static function FillPlayInfo(PlayInfo PI)
{
    Super.FillPlayInfo(PI);

    PI.AddSetting(default.GameGroup,  "bEnableBottomFeeder", default.MutPropText, 40, 1, "Check",,,,True);
}

static event string GetDescriptionText(string PropName)
{
    switch (PropName)
    {
        case "bEnableBottomFeeder": return default.MutDescText;
    }

    return Super.GetDescriptionText(PropName);
}

function GetServerDetails(out ServerResponseLine ServerState)
{
    local int i;

    Super.GetServerDetails(ServerState);

    i = ServerState.ServerInfo.Length;
    ServerState.ServerInfo.Length = i + 1;
    ServerState.ServerInfo[i].Key = "bEnableBottomFeeder";
    ServerState.ServerInfo[i].Value = Locs(bEnableBottomFeeder);
}

defaultproperties
{
     MutantMaterial=FinalBlend'XGameShaders.PlayerShaders.InvisFinal'
     DegenInterval=0.800000
     MultiKillBonus=1
     BaseKillScore=2
     MutantSuicidePenalty=4
     MaxMultiKillScore=4
     MutantKillHealthBonus=25
     BottomFeederKillScore=5
     bEnableBottomFeeder=True
     MutPropText="Enable BottomFeeder"
     MutDescText="If enabled, the player with the lowest score is the BottomFeeder, and can kill other players."
     DMSquadClass=Class'BonusPack.MutSquadAI'
     ScoreBoardType="BonusPack.MutantScoreboard"
     HUDType="BonusPack.HudMutant"
     MapListType="BonusPack.MapListMutant"
     GoalScore=20
     GameReplicationInfoClass=Class'BonusPack.MutantGameReplicationInfo'
     GameName="Mutant"
     Description="The first player to score a frag becomes the Mutant.  Everyone else hunts the Mutant, as by killing the mutant, a player becomes the mutant, with superhuman powers.  The player with the lowest score is the Bottom Feeder.  He can also kill other players."
     ScreenShotName="UT2004Thumbnails.MutantShots"
     DecoTextName="BonusPack.MutantGame"
     Acronym="MUT"
}

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Class file time: Wed 2/8/2006 16:29:42.000 - Creation time: Wed 7/2/2007 19:16:59.578 - Created with UnCodeX