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UnrealGame.GameObjective


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class GameObjective extends JumpSpot
    abstract;

#exec OBJ LOAD File=AnnouncerAssault.uax

// HUD drawing
var(Assault)    float   DrawDistThresHold;  // Don't draw objective beyond this distance (0 = unlimited)
var(Assault)    bool    bUsePriorityOnHUD;  // if false, objective won't be displayed on HUD
var(Assault)    bool    bOverrideZoneCheck; // Override Zone check (USE DrawDistThreshold to minimize CPU resources!!)
var(Assault)    bool    bOverrideVisibilityCheck;   // No line trace
var(Assault)    bool    bReplicateObjective;    // For basic Objective replication
var(Assault)    bool    bAnnounceNextObjective;         // when disabled, announce next objective
var(MothershipHack)     bool    bMustBoardVehicleFirst;
var(Assault)    bool    bBotOnlyObjective;          // invisible to players, for bots only

var()   bool    bInitiallyActive;
var     bool    bActive;
var()   bool    bTriggerOnceOnly;
var()   bool    bOptionalObjective;
var     bool    bIgnoredObjective;  // sometimes set by AI for optional Objectives
var     bool    bDisabled;          // true when objective has been destroyed
var     bool    bOldDisabled;
var     bool    bFirstObjective;    // First objective in list of objectives defended by same team
var()   bool    bTeamControlled;    // disabling changes the objectives team rather than removing it
var()   bool    bAccruePoints;      // controlling team accrues points
var     bool    bHasShootSpots;
var     bool    bSoundsPrecached;
var     bool    bIsCritical;                // Set when Attackers are located in the 'Critical Volume'
var             bool            bHighlightPhysicalObjective, bOldHighlightPhysicalObjective;
var     bool    bIsBeingAttacked;   // temp flag - not always valid
var     bool    bClearInstigator;   // disable objective, but ignore instigator
var     bool    bOldCritical;
var(Assault)    bool    bPlayCriticalAssaultAlarm;

var()   byte    DefenderTeamIndex;  // 0 = defended by team 0
var     byte    StartTeam;
var()   byte    DefensePriority;    // Higher priority defended/attacked first
var()   int     Score;              // score given to player that completes this objective

var()   Name                    DefenseScriptTags;  // tags of scripts that are defense scripts
var     UnrealScriptedSequence  DefenseScripts;

var()   localized   String  ObjectiveName;
var()   localized   String  DestructionMessage;
var()   localized   String  LocationPrefix, LocationPostfix;
var     localized   String  ObjectiveStringPrefix, ObjectiveStringSuffix;

var GameObjective   NextObjective;  // list of objectives defended by the same team
var SquadAI         DefenseSquad;   // squad defending this objective;
var AssaultPath     AlternatePaths;

var()   name    AreaVolumeTag;
var     Volume  MyBaseVolume;
var()   float   BaseExitTime;       // how long it takes to get entirely away from the base
var()   float   BaseRadius;         // radius of base
var()   float   BotDamageScaling;   // potentially used by gametype
var()   name    CriticalObjectiveVolumeTag; // GameObjective will be considered in danger when an attacker enters this volume
var()   Material    ObjectiveTypeIcon;

// Priority system for Assault
// Lower priority means displayed first on HUD and in briefing list
// Count starts at 0 and up until a no more objectives can be found (if there is a gap, list will be stopped!).
// Assault internal priority is built from the default one (DefensePriority)
var byte    ObjectivePriority;

var             float   LastDrawTime;       // -- internal to on-HUD objective display
var             float   DrawTime;           // -- internal to on-HUD objective display

var(Assault)    Localized   String  ObjectiveDescription;       // Description displayed in Briefing screen
var(Assault)    Localized   String  Objective_Info_Attacker;    // Description displayed on HUD for attackers
var(Assault)    Localized   String  Objective_Info_Defender;    // Description displayed on HUD for defenders

var localized string    UseDescription; // Description is drawn on HUD using brackets (ObjectiveType_Use)

var(Assault)    sound   Announcer_DisabledObjective;    // announcement when objective is disabled.
var(Assault)    sound   Announcer_ObjectiveInfo;        // info on how to disable objective
var(Assault)    sound   Announcer_DefendObjective;      // defenders version

var PlayerReplicationInfo   DisabledBy;

var             Material        HighlightOverlay[2];        // UV2 Material for physical objective highlighting
var             Array<Actor>    PhysicalObjectiveActors;    // Array of linked actors for objective's physical representation
var(Assault)    name            PhysicalObjectiveActorsTag;

// Assault Cinematics
var(Assault) name   EndCameraTag;
var         Actor   EndCamera;

var Controller DelayedDamageInstigatorController;

var() name      VehiclePathName;
var NavigationPoint VehiclePath;

var int     ObjectiveDisabledTime;      // Assault stats
var float   SavedObjectiveProgress;

// Score sharing
struct ScorerRecord
{
    var Controller  C;
    var float       Pct;
};
var array<ScorerRecord> Scorers;


replication
{
    unreliable if ( (Role==ROLE_Authority) && bReplicateObjective && bNetDirty )
        bDisabled, bActive, DefenderTeamIndex, bHighlightPhysicalObjective, bIsCritical, ObjectiveDisabledTime, SavedObjectiveProgress;
}


function float GetDifficulty()
{
    return 0;
}

function bool CanDoubleJump(Pawn Other)
{
    return true;
}

simulated event PreBeginPlay()
{
    super.PreBeginPlay();

    if ( bReplicateObjective )
        bNetNotify = true;
}

simulated function PostBeginPlay()
{
    local GameObjective O, CurrentObjective;
    local AssaultPath A;
    local UnrealScriptedSequence W;
    local Actor Ac;
    local NavigationPoint N;

    super.PostBeginPlay();

    if ( Role == Role_Authority )
    {
        SetActive( bInitiallyActive );
        StartTeam   = DefenderTeamIndex;

        // find defense scripts
        if ( DefenseScriptTags != '' )
            ForEach AllActors(class'UnrealScriptedSequence', DefenseScripts, DefenseScriptTags)
                if ( DefenseScripts.bFirstScript )
                    break;

        // clear defense scripts bFreelance
        for ( W=DefenseScripts; W!=None; W=W.NextScript )
            W.bFreelance = false;

        // add to objective list
        if ( bFirstObjective )
        {
            CurrentObjective = self;
            ForEach AllActors(class'GameObjective',O)
                if ( O != CurrentObjective )
                {
                    CurrentObjective.NextObjective = O;
                    O.bFirstObjective = false;
                    CurrentObjective = O;
                }
        }

        // set up AssaultPaths
        ForEach AllActors(class'AssaultPath', A)
            if ( A.ObjectiveTag == Tag )
                A.AddTo(self);

        // find AreaVolume
        if ( CriticalObjectiveVolumeTag != '' )
            ForEach AllActors(class'Volume', MyBaseVolume, CriticalObjectiveVolumeTag)
            {
                MyBaseVolume.AssociatedActor = Self;
                if ( !MyBaseVolume.IsA('ASCriticalObjectiveVolume') )
                    warn( "CriticalObjectiveVolumeTag is not a ASCriticalObjectiveVolume actor!!!" );

                break;
            }

        if ( MyBaseVolume == None )
            ForEach AllActors(class'Volume', MyBaseVolume, AreaVolumeTag)
                break;

        if ( (MyBaseVolume != None) && (MyBaseVolume.LocationName ~= "unspecified") )
            MyBaseVolume.LocationName = LocationPrefix@GetHumanReadableName()@LocationPostfix;

        if ( bAccruePoints )
            SetTimer(1.0,true);

        if ( EndCameraTag != '' )
            ForEach AllActors(class'Actor', EndCamera, EndCameraTag)
                break;

        if ( VehiclePathName != '' )
        {
            for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
                if ( N.Name == VehiclePathName )
                {
                    VehiclePath = N;
                    break;
                }
        }
    }

    /* Cache Linked actors for Physical Objective Highlighting */
    if ( Level.NetMode != NM_DedicatedServer && PhysicalObjectiveActorsTag != '' )
        ForEach AllActors(class'Actor', Ac, PhysicalObjectiveActorsTag)
            PhysicalObjectiveActors[PhysicalObjectiveActors.Length] = Ac;
}

simulated function UpdateLocationName()
{
    if ( MyBaseVolume == None )
        ForEach AllActors(class'Volume', MyBaseVolume, AreaVolumeTag)
            break;

    // Update location volume if we have one
    if ( (MyBaseVolume != None) && (MyBaseVolume.default.LocationName ~= "unspecified") )
        MyBaseVolume.LocationName = LocationPrefix@GetHumanReadableName()@LocationPostfix;
}

function PlayAlarm();

function bool BotNearObjective(Bot B)
{
    if ( NearObjective(B.Pawn)
        || ((B.RouteGoal == self) && (B.RouteDist < 2500))
        || (B.bWasNearObjective && (VSize(Location - B.Pawn.Location) < BaseRadius)) )
    {
        B.bWasNearObjective = true;
        return true;
    }

    B.bWasNearObjective = false;
    return false;
}

function bool NearObjective(Pawn P)
{
    if ( MyBaseVolume != None )
        return P.IsInVolume(MyBaseVolume);
    if ( (VSize(Location - P.Location) < BaseRadius) && P.LineOfSightTo(self) )
        return true;
}

function Timer()
{
    if ( DefenderTeamIndex < 2 )
    {
        Level.GRI.Teams[DefenderTeamIndex].Score += Score;
        Level.Game.TeamScoreEvent(DefenderTeamIndex, Score, "game_objective_score");
    }
}

function bool OwnsDefenseScript(UnrealScriptedSequence S)
{
    return ( DefenseScriptTags == S.Tag );
}

simulated function string GetHumanReadableName()
{
    if ( ObjectiveName != "" )
        return ObjectiveName;

    if ( Default.ObjectiveName != "" )
        return Default.ObjectiveName;

    return ObjectiveStringPrefix$class'TeamInfo'.Default.ColorNames[DefenderTeamIndex]$ObjectiveStringSuffix;
}

/* TellBotHowToDisable()
tell bot what to do to disable me.
return true if valid/useable instructions were given
*/
function bool TellBotHowToDisable(Bot B)
{
    return B.Squad.FindPathToObjective(B,self);
}

function int GetNumDefenders()
{
    if ( DefenseSquad == None )
        return 0;
    return DefenseSquad.GetSize();
    // fiXME - max defenders per defensepoint, when all full, report big number
}

/* triggered by intro cinematic to auto complete objective */
function CompleteObjective( Pawn Instigator )
{
    DisableObjective( Instigator );
}

function DisableObjective(Pawn Instigator)
{
    local PlayerReplicationInfo PRI;

    if ( !IsActive() || !UnrealMPGameInfo(Level.Game).CanDisableObjective( Self ) )
        return;

    NetUpdateTime = Level.TimeSeconds - 1;

    if ( bClearInstigator )
    {
        Instigator = None;
    }
    else
    {
        if ( Instigator != None )
        {
            if ( Instigator.PlayerReplicationInfo != None )
                PRI = Instigator.PlayerReplicationInfo;
            else if ( Instigator.Controller != None && Instigator.Controller.PlayerReplicationInfo != None )
                PRI = Instigator.Controller.PlayerReplicationInfo;
        }

        if ( DelayedDamageInstigatorController != None )
        {
            if ( Instigator == None )
                Instigator = DelayedDamageInstigatorController.Pawn;

            if ( PRI == None && DelayedDamageInstigatorController.PlayerReplicationInfo != None )
                PRI = DelayedDamageInstigatorController.PlayerReplicationInfo;
        }

        if ( !bBotOnlyObjective && DestructionMessage != "" )
            PlayDestructionMessage();
    }


    if ( bTeamControlled )
    {
        if (PRI != None)
            DefenderTeamIndex = PRI.Team.TeamIndex;
    }
    else
    {
        bDisabled   = true;
        SetActive( false );
    }

    SetCriticalStatus( false );
    DisabledBy  = PRI;
    if ( MyBaseVolume != None && MyBaseVolume.IsA('ASCriticalObjectiveVolume') )
        MyBaseVolume.GotoState('ObjectiveDisabled');

    if ( bAccruePoints )
        Level.Game.ScoreObjective( PRI, 0 );
    else
        Level.Game.ScoreObjective( PRI, Score );

    if ( !bBotOnlyObjective )
        UnrealMPGameInfo(Level.Game).ObjectiveDisabled( Self );

    TriggerEvent(Event, self, Instigator);

    UnrealMPGameInfo(Level.Game).FindNewObjectives( Self );
}

simulated function PlayDestructionMessage()
{
    local PlayerController  PC;

    if ( DestructionMessage == default.DestructionMessage )
        DestructionMessage = Level.GRI.Teams[DefenderTeamIndex].TeamName@DestructionMessage;

    if ( !bReplicateObjective )
    {
        Level.Game.Broadcast(Self, DestructionMessage, 'CriticalEvent');
        return;
    }

    PC = Level.GetLocalPlayerController();
    if ( PC != None )
        PC.TeamMessage(PC.PlayerReplicationInfo, DestructionMessage, 'CriticalEvent');
}

function bool BetterObjectiveThan(GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum)
{
    if ( !IsActive() || (DefenderTeamIndex != DesiredTeamNum) )
        return false;

    if ( (Best == None) || (Best.DefensePriority < DefensePriority) )
        return true;

    return false;
}

/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/
function Reset()
{
    super.Reset();

    bClearInstigator    = false;
    DefenseSquad        = None;
    LastDrawTime        = 0.f;
    bDisabled           = false;
    DefenderTeamIndex   = StartTeam;
    DisabledBy          = None;
    Scorers.Length      = 0;
    HighlightPhysicalObjective( false );
    SetActive( bInitiallyActive );
    SetCriticalStatus( false );
    DelayedDamageInstigatorController = None;
}

function SetActive( bool bActiveStatus )
{
    if ( bDisabled )                // Cannot be active if objective is disabled
        bActiveStatus = false;

    bActive = bActiveStatus;
    NetUpdateTime = Level.TimeSeconds - 1;
}

simulated function bool IsActive()
{
    return (!bDisabled && bActive);
}

simulated function bool IsCritical()
{
    return IsActive() && bIsCritical;
}

function SetCriticalStatus( bool bNewCriticalStatus )
{
    bIsCritical = bNewCriticalStatus;
    CheckPlayCriticalAlarm();
}

function CheckPlayCriticalAlarm()
{
    local bool bNewCritical;

    if ( !bPlayCriticalAssaultAlarm )
        return;

    bNewCritical = IsCritical();
    if ( bOldCritical != bNewCritical )
    {
        if ( bNewCritical )
        {
            // Only set alarm if objective is currently relevant
            if ( UnrealMPGameInfo(Level.Game).CanDisableObjective( Self ) )
            {
                AmbientSound = Sound'GameSounds.CTFAlarm';
                bOldCritical = bNewCritical;
            }
        }
        else
        {
            AmbientSound = None;
            bOldCritical = bNewCritical;
        }
    }
}

// TriggerObjective ON/OFF
function Trigger(Actor Other, Pawn Instigator)
{
    if ( bDisabled || (bTriggerOnceOnly && bActive != bInitiallyActive) )
        return;

    SetActive( !bActive );
}

simulated function PrecacheAnnouncer(AnnouncerVoice V, bool bRewardSounds)
{
    local string SoundPackageName;
    local int pos;

    if ( !bRewardSounds && !bSoundsPrecached )
    {
        bSoundsPrecached = true;
        if ( Announcer_DisabledObjective != None )
        {
            pos = InStr(string(Announcer_DisabledObjective), ".");
            SoundPackageName = left(string(Announcer_DisabledObjective),pos);
            if ( SoundPackageName != "" )
                V.AlternateFallbackSoundPackage = SoundPackageName;
            else
                V.AlternateFallbackSoundPackage = V.Default.AlternateFallbackSoundPackage;
            V.PrecacheSound(Announcer_DisabledObjective.Name);
        }
        if ( Announcer_ObjectiveInfo != None )
        {
            pos = InStr(string(Announcer_ObjectiveInfo), ".");
            SoundPackageName = left(string(Announcer_ObjectiveInfo),pos);
            if ( SoundPackageName != "" )
                V.AlternateFallbackSoundPackage = SoundPackageName;
            else
                V.AlternateFallbackSoundPackage = V.Default.AlternateFallbackSoundPackage;
            V.PrecacheSound(Announcer_ObjectiveInfo.Name);
        }
        if ( Announcer_DefendObjective != None )
        {
            pos = InStr(string(Announcer_DefendObjective), ".");
            SoundPackageName = left(string(Announcer_DefendObjective),pos);
            if ( SoundPackageName != "" )
                V.AlternateFallbackSoundPackage = SoundPackageName;
            else
                V.AlternateFallbackSoundPackage = V.Default.AlternateFallbackSoundPackage;
            V.PrecacheSound(Announcer_DefendObjective.Name);
        }
        V.AlternateFallbackSoundPackage = V.Default.AlternateFallbackSoundPackage;
    }
}


function HighlightPhysicalObjective( bool bShow )
{
    CheckPlayCriticalAlarm();
    bHighlightPhysicalObjective = bShow;
    NetUpdateTime = Level.TimeSeconds - 1;

    if ( Level.NetMode != NM_DedicatedServer )
        SetObjectiveOverlay( bShow );
}

simulated function PostNetReceive()
{
    if ( bOldDisabled != bDisabled )
    {
        if ( bDisabled && !bBotOnlyObjective && DestructionMessage != "" )
            PlayDestructionMessage();
        bOldDisabled = bDisabled;
    }

    if ( bHighlightPhysicalObjective != bOldHighlightPhysicalObjective )
    {
        SetObjectiveOverlay( bHighlightPhysicalObjective );
        bOldHighlightPhysicalObjective = bHighlightPhysicalObjective;
    }
}

/* Add pulsing overlay on objective's physical representation */
simulated function SetObjectiveOverlay( bool bShow )
{
    local int       i;
    local Material  newUV2Material;

    // Material
    if ( !bShow )
        newUV2Material = None;
    else
        newUV2Material = HighlightOverlay[DefenderTeamIndex];

    // if Objective is visible and displaying a staticmesh, apply overlay
    if ( DrawType == DT_StaticMesh && StaticMesh != None )
        UV2Texture = newUV2Material;

    // Linked actors for objective's physical representation
    if ( PhysicalObjectiveActors.Length > 0 )
        for (i=0; i<PhysicalObjectiveActors.Length; i++)
            if  ( PhysicalObjectiveActors[i] != None )
                PhysicalObjectiveActors[i].UV2Texture = newUV2Material;
}

/* returns objective's progress status 1->0 (=disabled) */
simulated function float GetObjectiveProgress()
{
    return 0;
}

simulated function UpdatePrecacheMaterials()
{
    if ( ObjectiveTypeIcon != None )
        Level.AddPrecacheMaterial(ObjectiveTypeIcon);

    Level.AddPrecacheMaterial(HighlightOverlay[0]);
    Level.AddPrecacheMaterial(HighlightOverlay[1]);

    super.UpdatePrecacheMaterials();
}

// Score Sharing

/* Keep track of players who contributed in completing the objective to share the score */
function AddScorer( Controller C, float Pct )
{
    local ScorerRecord  S;
    local int           i;

    // Look-up existing entry
    if ( Scorers.Length > 0 )
        for (i=0; i<Scorers.Length; i++)
            if ( Scorers[i].C == C )
            {
                Scorers[i].Pct += Pct;
                return;
            }

    // Add new entry
    S.C     = C;
    S.Pct   = Pct;
    Scorers[Scorers.Length] = S;
}

/* Share score between contributors */
function ShareScore( int Score, string EventDesc )
{
    local int   i;
    local float SharedScore;

    for (i=0; i<Scorers.Length; i++)
    {
        if ( Scorers[i].C == None ) // FIXME: obsolete player (left game)
            continue;

        //SharedScore = Round(float(Score) * Scorers[i].Pct);
        SharedScore = float(Score) * Scorers[i].Pct;
        if ( SharedScore > 0 )
        {
            Scorers[i].C.AwardAdrenaline(SharedScore);
            Scorers[i].C.PlayerReplicationInfo.Score += SharedScore;
            Level.Game.ScoreEvent(Scorers[i].C.PlayerReplicationInfo, SharedScore, EventDesc);
            if (Level.Game.GameRulesModifiers != None)
                Level.Game.GameRulesModifiers.ScoreObjective(Scorers[i].C.PlayerReplicationInfo, SharedScore);
        }
    }
}

/* Award Assault score to player(s) who completed the objective */
function AwardAssaultScore( int Score )
{
    if ( DisabledBy != None )
    {
        DisabledBy.Score += Score;
        Level.Game.ScoreEvent(DisabledBy, Score, "Objective_Completed");
    }
}

function SetTeam(byte TeamIndex)
{
    DefenderTeamIndex = TeamIndex;
}

defaultproperties
{
     bUsePriorityOnHUD=True
     bAnnounceNextObjective=True
     bInitiallyActive=True
     bActive=True
     bFirstObjective=True
     Score=5
     DestructionMessage="Objective Disabled!"
     LocationPrefix="Near"
     ObjectiveStringSuffix=" Team Base"
     BaseExitTime=8.000000
     BaseRadius=2000.000000
     BotDamageScaling=1.500000
     ObjectiveDescription="Disable Objective."
     Objective_Info_Attacker="Disable Objective"
     Objective_Info_Defender="Defend Objective"
     UseDescription="USE"
     Announcer_DisabledObjective=Sound'AnnouncerAssault.Generic.Objective_disabled'
     Announcer_ObjectiveInfo=Sound'AnnouncerAssault.Generic.Move_onto_next_objective'
     Announcer_DefendObjective=Sound'AnnouncerAssault.Generic.Defend_next_objective'
     HighlightOverlay(0)=FadeColor'AS_FX_TX.Skins.ObjectiveOverlay_Red'
     HighlightOverlay(1)=FadeColor'AS_FX_TX.Skins.ObjectiveOverlay_Blue'
     bOptionalJumpDest=True
     bForceDoubleJump=True
     bMustBeReachable=True
     bUseDynamicLights=True
     bReplicateMovement=False
     bOnlyDirtyReplication=True
     NetUpdateFrequency=1.000000
     SoundVolume=255
     SoundRadius=512.000000
}

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Class file time: Mon 23/10/2006 20:38:46.000 - Creation time: Wed 7/2/2007 19:16:40.156 - Created with UnCodeX