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UnrealGame.RosterEntry


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class RosterEntry extends Object
        editinlinenew;

var() class<UnrealPawn> PawnClass;
var() string PawnClassName;
var() string PlayerName;
var() string ModifiedPlayerName;
var() string VoiceTypeName;
var() enum EOrders
{
    ORDERS_None,
    ORDERS_Attack,
    ORDERS_Defend,
    ORDERS_Freelance,
    ORDERS_Support,
    ORDERS_Roam
} Orders;
var() bool bTaken;

var() class<Weapon> FavoriteWeapon;
var() float Aggressiveness;     // 0 to 1 (0.3 default, higher is more aggressive)
var() float Accuracy;           // -1 to 1 (0 is default, higher is more accurate)
var() float CombatStyle;        // 0 to 1 (0= stay back more, 1 = charge more)
var() float StrafingAbility;    // -1 to 1 (higher uses strafing more)
var() float Tactics;            // -1 to 1 (higher uses better team tactics)
var() float ReactionTime;
var() float Jumpiness;          // -1 to 1
var bool bJumpy;                // OBSOLETE

function Init() //amb
{
    if( PawnClassName != "" ) 
        PawnClass = class<UnrealPawn>(DynamicLoadObject(PawnClassName, class'class'));
    //log(self$" PawnClass="$PawnClass);
}

function PrecacheRosterFor(UnrealTeamInfo T);

function SetOrders( GameProfile.EPlayerPos Position)
{
    switch ( Position )
    {
        case POS_Defense:
            Orders = ORDERS_Defend;
            break;
        case POS_Offense:
            Orders = ORDERS_Attack;
            break;
        case POS_Roam:
            Orders = ORDERS_Freelance;
            break;
        case POS_Supporting:
            Orders = ORDERS_Support;
            break;
    }
}       

function bool RecommendSupport()
{
    return ( Orders == ORDERS_Support );
}

function bool NoRecommendation()
{
    return ( Orders == ORDERS_None );
}

function bool RecommendDefense()
{
    return ( Orders == ORDERS_Defend );
}

function bool RecommendFreelance()
{
    return ( Orders == ORDERS_Freelance );
}

function bool RecommendAttack()
{
    return ( Orders == ORDERS_Attack );
}

function InitBot(Bot B)
{
    class'CustomBotConfig'.static.Customize(self);

    B.FavoriteWeapon = FavoriteWeapon;
    B.Aggressiveness = FClamp(Aggressiveness, 0, 1);
    B.BaseAggressiveness = B.Aggressiveness;
    B.Accuracy = FClamp(Accuracy, -5, 5);
    B.StrafingAbility = FClamp(StrafingAbility, -5, 5);
    B.CombatStyle = FClamp(CombatStyle, 0, 1);
    B.Tactics = FClamp(Tactics, -5, 5);
    B.ReactionTime = FClamp(ReactionTime, -5, 5);
    B.Jumpiness = Jumpiness;
    if ( B.PlayerReplicationInfo != None )
        B.PlayerReplicationInfo.VoiceTypeName = VoiceTypeName;
}

defaultproperties
{
     Aggressiveness=0.300000
     CombatStyle=0.200000
}

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Class file time: Mon 23/10/2006 20:38:48.000 - Creation time: Wed 7/2/2007 19:16:50.093 - Created with UnCodeX