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UT2k4Assault.ASGameInfo


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//=============================================================================
// ASGameInfo
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================

class ASGameInfo extends xTeamGame
    config;

// Config
var()   config  int             RoundLimit;         // number of pair of rounds
var             int             MaxRounds;          // converted to actual number of rounds played
var()   config  int             RoundTimeLimit;     // max round duration (in minutes)
var()   config  int             PracticeTimeLimit;  // practice duration (in seconds)

var     config  int             ReinforcementsFreq;         // Reinforcement frequency (seconds, 0 = no reinforcements)
var             int             ReinforcementsValidTime;    // delay while players are allowed to join last reinforcement
var             int             ReinforcementsCount;

var int SuccessfulAssaultTimeLimit;     // if first attacking team sucessfully attacked, defenders will have to beat that time to win.

const ASPROPNUM = 5;
var localized string    ASPropsDisplayText[ASPROPNUM];
var localized string    ASPropDescText[ASPROPNUM];

var(LoadingHints) private localized array<string> ASHints;

// internal
var     byte        CurrentAttackingTeam;   // Current Attacking team index
var     byte        FirstAttackingTeam;
var     byte        CurrentRound;
var     int         RoundStartTime;
var     bool        bDisableReinforcements;

var name    NewRoundSound;
var name    AttackerWinRound[2];
var name    DefenderWinRound[2];
var name    DrawGameSound;

var GameObjective   CurrentObjective, LastDisabledObjective;
var vehicle KeyVehicle;

var Array<PlayerSpawnManager>   SpawnManagers;          // Handling player spawning

var SceneManager                CurrentMatineeScene;    // SP matinee intro cinematic
var ASCinematic_SceneManager    EndCinematic;           // MP outro cinematic

var bool    bWeakObjectives;    // cheat

enum ERER_Reason
{
    ERER_AttackersWin,
    ERER_AttackersLose,
};

function Reset() {} // we handle the reset...

/* CheckReady()
If tournament game, make sure that there is a valid game winning criterion
*/
function CheckReady() {}

function bool DivertSpaceFighter()
{
/*  local float R;

    R = RoundStartTime - RemainingTime;
    if ( R < 100 )
        return ( FRand() < 0.5 );
    else if ( R > 240 )
        return ( FRand() < 0.25 );
*/
    return ( FRand() < 0.4 );
}

function bool AllowTransloc() { return false; }

static function bool NeverAllowTransloc()
{
    return true;
}

function TweakSkill(Bot B)
{
    if ( Level.NetMode != NM_Standalone )
        return;

    if ( (B.Pawn != None) && B.Pawn.IsA('ASVehicle_SpaceFighter_Skaarj') )
        B.Skill = AdjustedDifficulty;
    else if ( Level.GetLocalPlayerController().PlayerReplicationInfo.Team != B.PlayerReplicationInfo.Team );
        B.Skill = FMax(B.Skill, AdjustedDifficulty + 1.5);
}

function PostBeginPlay()
{
    local GameObjective         GO;
    local PlayerSpawnManager    PSM;

    super.PostBeginPlay();

    // Caching PlayerSpawnManagers
    ForEach AllActors(class'PlayerSpawnManager', PSM)
        SpawnManagers[SpawnManagers.Length] = PSM;

    // Force objective DefenderTeamIndex
    for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
    {
        GO.DefenderTeamIndex = 1 - CurrentAttackingTeam;
        GO.NetUpdateTime = Level.TimeSeconds - 1;
    }

    ForEach AllActors(class'ASCinematic_SceneManager', EndCinematic, 'OutroScene')
        break;
}

//
// Log a player in.
// Fails login if you set the Error string.
// PreLogin is called before Login, but significant game time may pass before
// Login is called, especially if content is downloaded.
//
event PlayerController Login
(
    string Portal,
    string Options,
    out string Error
)
{
    local   PlayerController    PC;
    local   bool                bSpectator;

    PC = super.Login( Portal, Options, Error );
    if ( PC != None )
    {

        if ( Level.NetMode == NM_StandAlone )
        {
            bSpectator = ( ParseOption( Options, "SpectatorOnly" ) ~= "1" );
            CurrentRound = 1;                           // No PracticeRound offline
            if ( !bQuickStart && !bSpectator && !PC.PlayerReplicationInfo.bOnlySpectator )
                TriggerEvent('IntroScene', Self, None);     // try to play Matinee intro
        }
    }

    return PC;
}

// Parse options for this game...
event InitGame( string Options, out string Error )
{
    super.InitGame( Options, Error );

    RoundTimeLimit      = Max( 0, GetIntOption( Options, "RoundTimeLimit", RoundTimeLimit ) );
    PracticeTimeLimit   = Max( 0, GetIntOption( Options, "PracticeTimeLimit", PracticeTimeLimit ) );

    RoundLimit  = Max( 0, GetIntOption( Options, "RoundLimit", RoundLimit ) );
    MaxRounds   = RoundLimit * 2; // number of rounds played

    FirstAttackingTeam  = Max(0, GetIntOption( Options, "FirstAttackingTeam", FirstAttackingTeam ));
    ResetTimeDelay      = Max(0, GetIntOption( Options, "ResetTimeDelay", ResetTimeDelay ));
    ReinforcementsFreq  = Max(0, GetIntOption( Options, "ReinforcementsFreq", ReinforcementsFreq ));

    // Disable TimeLimit
    TimeLimit       = 0;
    RemainingTime   = (RoundTimeLimit + ResetTimeDelay + 1) * 60 * (MaxRounds + 2) + PracticeTimeLimit;
    if ( GameReplicationInfo != None )
        GameReplicationInfo.RemainingTime = RemainingTime;
}

function StartMatch()
{
    super.StartMatch();

    // If just played intro, reset everything
    if ( CurrentRound == 0 && Level.NetMode == NM_StandAlone )
        StartNewRound();
    else
        BeginRound();
}

function InitGameReplicationInfo()
{
    super.InitGameReplicationInfo();
    ASGameReplicationInfo(GameReplicationInfo).MaxRounds = RoundLimit * 2;
}

function Logout(Controller Exiting)
{
    if ( Exiting.PlayerReplicationInfo.HasFlag != None )
        GameObjectDropped( Exiting.PlayerReplicationInfo.HasFlag );

    super.Logout(Exiting);
}

function DiscardInventory( Pawn Other )
{
    if ( Other == None )
        return;

    if ( (Other.PlayerReplicationInfo != None) && (Other.PlayerReplicationInfo.HasFlag != None) )
        GameObjectDropped( Other.PlayerReplicationInfo.HasFlag );

    super.DiscardInventory(Other);
}

function GameObjectDropped( Decoration D )
{
    if ( D.IsA('GameObject_EnergyCore') )
        GameObject_EnergyCore(D).HolderDied();
    else
        D.Drop( vect(0,0,0) );
}

function BroadCast_AssaultRole_Message( PlayerController C )
{
    if ( !GameReplicationInfo.bMatchHasBegun || !IsPlaying() || bGameEnded || bWaitingToStartMatch )
        return;

    if ( IsAttackingTeam( C.GetTeamNum() ) )
        C.ReceiveLocalizedMessage( class'Message_AssaultTeamRole', 0, C.PlayerReplicationInfo );
    else
        C.ReceiveLocalizedMessage( class'Message_AssaultTeamRole', 1, C.PlayerReplicationInfo );
}

State MatchInProgress
{
    function Timer()
    {
        local Controller        C;
        local PlayerController  PC;
        local GameObjective     GO;

        super.Timer();

        if ( !bDisableReinforcements && ResetCountDown == 0 && ReinforcementsFreq > 0 )
        {
            ReinforcementsCount++;
            if ( ReinforcementsCount > ReinforcementsFreq+ReinforcementsValidTime )
            {
                ReinforcementsCount = 0;
                ASGameReplicationInfo(GameReplicationInfo).ReinforcementCountDown = ReinforcementsFreq;
            }
            else if ( ReinforcementsCount >= ReinforcementsFreq )
            {
                ASGameReplicationInfo(GameReplicationInfo).ReinforcementCountDown = 0;

                // Auto respawn "ready" players
                for ( C=Level.ControllerList; C!=None; C=C.NextController )
                {
                    PC = PlayerController(C);
                    if ( PC != None && PC.IsDead()
                        && ASPlayerReplicationInfo(PC.PlayerReplicationInfo).bAutoRespawn )
                    {
                        RestartPlayer( PC );
                        ASPlayerReplicationInfo(PC.PlayerReplicationInfo).bAutoRespawn = false;
                    }
                }
            }
        }

        // If TimeLimit is disabled, keep timing (but ignore TimeLimit criteria to end game)
        if ( TimeLimit < 1 )
        {
            GameReplicationInfo.bStopCountDown = false;
            RemainingTime--;
        }

        GameReplicationInfo.RemainingTime = RemainingTime;

        // Force all players to re-synch time every 10 seconds
        if ( RemainingTime % 60 == 0 )
            GameReplicationInfo.RemainingMinute = RemainingTime;

        if ( ResetCountDown > 0 )
        {
            ResetCountDown--;
            if ( ResetCountDown < 3 )
            {
                // blow up all redeemer guided warheads
                for ( C=Level.ControllerList; C!=None; C=C.NextController )
                    if ( (C.Pawn != None) && C.Pawn.IsA('RedeemerWarhead') )
                        C.Pawn.Fire(1);
            }

            if ( (ResetCountDown > 0) && (ResetCountDown < 10) )
            {
                BroadcastLocalizedMessage(class'TimerMessage', ResetCountDown);
                if ( ResetCountDown == 1 )
                {
                    // pre-reset objectives, so they are properly setup when players respawn in network... (for replication)
                    ASGameReplicationInfo(GameReplicationInfo).ObjectiveProgress    = 0;
                    GameReplicationInfo.NetUpdateTime = Level.TimeSeconds;
                    for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
                    {
                        GO.Reset();
                        GO.NetUpdateTime = Level.TimeSeconds - 1;
                    }
                }

            }
            else if ( ResetCountDown == 0 )
                StartNewRound();
        }
        else
        {
            if ( ASGameReplicationInfo(GameReplicationInfo).RoundTimeLimit > 0 && ((RoundStartTime-RemainingTime) >= ASGameReplicationInfo(GameReplicationInfo).RoundTimeLimit)  )
            {
                if ( IsPracticeRound() )
                    EndRound(ERER_AttackersLose, None, "practicetimelimit"); // Start new round
                else
                    EndRound(ERER_AttackersLose, None, "roundtimelimit"); // Start new round
            }
        }

    }

    function float SpawnWait(AIController B)
    {
        if ( B.IsA('xBot') && GameReplicationInfo.bMatchHasBegun && ResetCountDown == 0 && !bDisableReinforcements )
        {
            if ( ReinforcementsCount >= ReinforcementsFreq )
                return (ReinforcementsValidTime - (ReinforcementsCount - ReinforcementsFreq)) * FRand();
            else
                return (ReinforcementsFreq - ReinforcementsCount) + ReinforcementsValidTime * FRand();
        }
        else
            return super.SpawnWait( B );
    }

    // Player Can be restarted ?
    function bool PlayerCanRestart( PlayerController aPlayer )
    {
        if ( GameReplicationInfo.bMatchHasBegun && ResetCountDown == 0 && !bDisableReinforcements )
        {
            if ( ReinforcementsCount < ReinforcementsFreq )
            {
                ASPlayerReplicationInfo(aPlayer.PlayerReplicationInfo).bAutoRespawn = true;
                return false;
            }
            else
                return true;
        }
        else
            return true;
    }

    function bool PlayerCanRestartGame( PlayerController aPlayer )
    {
        return false;
    }

    function bool IsPlaying()
    {
        return ASGameReplicationInfo(GameReplicationInfo).RoundWinner == ERW_None && ResetCountDown == 0;
    }
}

State MatchOver
{
    function EndRound(ERER_Reason RoundEndReason, Pawn Instigator, String Reason) {}
}

/* cinematic started... */
event SceneStarted( SceneManager SM, Actor Other )
{
    if ( Other != None && Other.IsA('ASCinematic_SceneManager') )
    {
        // just use same event notifications as matinee.. no point in having 12000 different events..
        if ( Other == EndCinematic )
            GotoState('MPOutroCinematic');

        return;
    }

    CurrentMatineeScene = SM;
    if ( SM.Tag == 'IntroScene' )
        GotoState('SPIntroCinematic');
}

/* Matinee intro cinematic */
state SPIntroCinematic
{
    function BeginState()
    {
        Level.GetLocalPlayerController().bHideVehicleNoEntryIndicator = true;
        CurrentRound = 0;
        TriggerEvent('StartRound', Self, None);
    }

    event SceneStarted( SceneManager SM, Actor Other )
    {
        HighlightCurrentPhysicalObjectives();
        CurrentMatineeScene = SM;
    }

    function bool IsPlayingIntro()
    {
        return true;
    }

    function bool CanDisableObjective( GameObjective GO )
    {
        return true;
    }

    event SceneEnded( SceneManager SM, Actor Other )
    {
        // is Cinematic over ?
        if ( SM.NextSceneTag == '' || SM.NextSceneTag == 'None' || SM.bAbortCinematic )
            GotoState('MatchInProgress');
    }

    event SceneAbort()
    {
        local PlayerController PC;

        PC = Level.GetLocalPlayerController();
        if ( PC != None )
            PC.ConsoleCommand("stopsounds");

        CurrentMatineeScene.AbortScene();
    }

    function EndRound(ERER_Reason RoundEndReason, Pawn Instigator, String Reason);

    function EndState()
    {
        local PlayerController PC;

        PC = Level.GetLocalPlayerController();

        PC.bHideVehicleNoEntryIndicator = false;
        // When cinematic is over, force player to press fire before starting match
        if ( PC != None && PC.PlayerReplicationInfo != None )
            PC.GotoState('PlayerWaiting');

        GotoState('PendingMatch');
    }
}

auto State PendingMatch
{
    function EndRound(ERER_Reason RoundEndReason, Pawn Instigator, String Reason);

Begin:
    if ( bQuickStart )
        StartMatch();
}

/* network friendly outro */
state MPOutroCinematic
{
    event SceneEnded( SceneManager SM, Actor Other )
    {
        GotoState('MatchInProgress');
    }

    function BeginState()
    {
        local Controller        C, NextC;
        local PlayerController  PC;

        C = Level.ControllerList;

        // Set all players to RoundEnded state...
        while ( C != None  )
        {
            NextC = C.NextController;
            if ( C.PlayerReplicationInfo != None && !C.PlayerReplicationInfo.bOnlySpectator )
            {
                PC = PlayerController(C);
                if ( PC != None )
                    PC.ClientRoundEnded();
                C.RoundHasEnded();
            }
            C = NextC;
        }
    }

    function bool PlayerCanRestartGame( PlayerController aPlayer )
    {
        return false;
    }

    function EndState()
    {
        // if RoundLimit reached, END GAME
        if ( CurrentRound >= MaxRounds )
        {
            // need to override DeathMatch::EndGame because it's not supporting Reason="roundlimit"
            super(GameInfo).EndGame(None, "roundlimit");

            if ( bGameEnded )
                GotoState('MatchOver');

            return;
        }

        ResetCountDown = ResetTimeDelay+1;
        QueueAnnouncerSound( NewRoundSound, 1, 255 );
    }
}

/* End of Game */
function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason)
{
    local PlayerController      PC;
    local Controller            C;

    if ( Teams[1].Score > Teams[0].Score )
        GameReplicationInfo.Winner = Teams[1];
    else if ( Teams[1].Score < Teams[0].Score )
        GameReplicationInfo.Winner = Teams[0];
    else
        GameReplicationInfo.Winner = None;

    for ( C=Level.ControllerList; C!=None; C=C.nextController )
    {
        PC = PlayerController(C);
        if ( PC != None )
        {
            //if ( !PC.PlayerReplicationInfo.bOnlySpectator )
            //	PlayWinMessage(PC, (PC.PlayerReplicationInfo.Team == GameReplicationInfo.Winner));
            if ( CurrentGameProfile != None )
                CurrentGameProfile.bWonMatch = (PC.PlayerReplicationInfo.Team == GameReplicationInfo.Winner);
        }
    }

    EndTime = Level.TimeSeconds + EndTimeDelay;
    return true;
}

function PlayEndOfMatchMessage()
{
    local controller C;

    if ( ((Teams[0].Score == 0) || (Teams[1].Score == 0))
        && (Teams[0].Score + Teams[1].Score >= 3) )
    {
        for ( C = Level.ControllerList; C != None; C = C.NextController )
        {
            if ( C.IsA('PlayerController') )
            {
                if ( Teams[0].Score > Teams[1].Score )
                {
                    if ( (C.PlayerReplicationInfo.Team == Teams[0]) || C.PlayerReplicationInfo.bOnlySpectator )
                        PlayerController(C).QueueAnnouncement(AltEndGameSoundName[0], 1);
                    else
                        PlayerController(C).QueueAnnouncement(AltEndGameSoundName[1], 1);
                }
                else
                {
                    if ( (C.PlayerReplicationInfo.Team == Teams[1]) || C.PlayerReplicationInfo.bOnlySpectator )
                        PlayerController(C).QueueAnnouncement(AltEndGameSoundName[0], 1);
                    else
                        PlayerController(C).QueueAnnouncement(AltEndGameSoundName[1], 1);
                }
            }
        }
    }
    else
    {
        for ( C = Level.ControllerList; C != None; C = C.NextController )
        {
            if ( C.IsA('PlayerController') )
            {
                if ( Teams[1].Score > Teams[0].Score )
                    PlayerController(C).QueueAnnouncement(EndGameSoundName[1], 1);  // Blue teams wins
                else if ( Teams[1].Score < Teams[0].Score )
                    PlayerController(C).QueueAnnouncement(EndGameSoundName[0], 1);  // Red team wins
                else
                    PlayerController(C).QueueAnnouncement(DrawGameSound, 1);    // Draw Game
            }
        }
    }
}


function EndRound(ERER_Reason RoundEndReason, Pawn Instigator, String Reason)
{
    local int                   ScoringTeam;
    local PlayerReplicationInfo PRI;
    local PlayerController      PC;
    local Controller            C, NextC;
    local GameObjective         ObjectiveFocus;
    local bool                  bObjectiveHasEndCam, bSuccessfulAttack;

    // Ignore EndRound during reset countdown
    if ( !IsPlaying() || ResetCountDown > 0 )
        return;

    log("ASGameInfo::EndRound - Reason:"@Reason);

    // Find real round end instigator
    if ( RoundEndReason == ERER_AttackersWin && LastDisabledObjective != None && LastDisabledObjective.DisabledBy != None )
        PRI = LastDisabledObjective.DisabledBy;
    else if ( Instigator != None )
        PRI = Instigator.PlayerReplicationInfo;

    ObjectiveFocus = GetCurrentObjective();
    SuccessfulAssaultTimeLimit = 0;

    if ( IsPracticeRound() )
    {
        ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_PracticeRoundEnded;
        ASGameReplicationInfo(GameReplicationInfo).RoundOverTime = ASGameReplicationInfo(GameReplicationInfo).RoundTimeLimit - ASGameReplicationInfo(GameReplicationInfo).RoundStartTime + RemainingTime;
    }
    else
    {
        if ( RoundEndReason == ERER_AttackersWin )
        {
            // Reward player who instigated the win!
            if ( PRI != None && PRI.IsA('ASPlayerReplicationInfo') )
            {
                ASPlayerReplicationInfo(PRI).DisabledFinalObjective++;
                //log("EndRound Trophy given to" @ PRI.Owner.GetHumanReadableName() );
                GameEvent("EndRound_Trophy", "", PRI);
            }

            if ( CurrentRound % 2 == 1 )
                SuccessfulAssaultTimeLimit = RoundStartTime - RemainingTime;

            ScoringTeam = CurrentAttackingTeam;
            bSuccessfulAttack = true;
            GameEvent("AS_attackers_win", ""$ScoringTeam, PRI);

        }
        else
        {
            // If didn't win the round, save progress of current objective
            if ( ObjectiveFocus != None )
            {
                //log("Saving progress of current objective:" @ ObjectiveFocus.Objective_Info_Attacker @ ObjectiveFocus.GetObjectiveProgress() );
                ObjectiveFocus.SavedObjectiveProgress = ObjectiveFocus.GetObjectiveProgress();
                Teams[1-ObjectiveFocus.DefenderTeamIndex].CurrentObjectiveProgress = ObjectiveFocus.SavedObjectiveProgress;
            }
            ScoringTeam = 1 - CurrentAttackingTeam;
            GameEvent("AS_defenders_win", ""$ScoringTeam, PRI);
        }

        AnnounceScore( ScoringTeam );
        if ( CurrentRound % 2 == 0 )    // Every pair of rounds, once both teams have attacked, update teams score.
            SetPairOfRoundWinner();
    }

    TriggerEvent('EndRound', Self, Instigator);

    // Play End of Round cinematic...
    if ( bSuccessfulAttack && EndCinematic != None )
    {
        EndCinematic.Trigger( Self, None );
        return;
    }

    // If failed to attack display current objective, otherwise, display last disabled (=final one)
    if ( ObjectiveFocus == None && LastDisabledObjective != None )
        ObjectiveFocus = LastDisabledObjective;

    if ( ObjectiveFocus != None )
    {
        ObjectiveFocus.bAlwaysRelevant = true;
        if ( ObjectiveFocus.EndCamera != None && ASCinematic_Camera(ObjectiveFocus.EndCamera) != None )
            bObjectiveHasEndCam = true;

        C = Level.ControllerList;
        while ( C != None  )
        {
            NextC = C.NextController;
            if ( C.PlayerReplicationInfo != None && !C.PlayerReplicationInfo.bOnlySpectator )
            {
                PC = PlayerController(C);
                if ( PC != None )
                {
                    if ( bObjectiveHasEndCam )  // Objective has a special End Cam setup...
                        ASCinematic_Camera(ObjectiveFocus.EndCamera).ViewFixedObjective( PC, ObjectiveFocus );
                    else                        // Otherwise, just spectate objective in behindview/freecam
                    {
                        PC.ClientSetViewTarget( ObjectiveFocus );
                        PC.SetViewTarget( ObjectiveFocus );
                    }
                    PC.ClientRoundEnded();
                }
                C.RoundHasEnded();
            }
            C = NextC;
        }
    }
    else
        log("ASGameInfo::EndRound ObjectiveFocus == None !!!!!!!!!");

    // if RoundLimit reached, END GAME
    if ( CurrentRound >= MaxRounds )
    {
        // need to override DeathMatch::EndGame because it's not supporting Reason="roundlimit"
        super(GameInfo).EndGame(None, "roundlimit");

        if ( bGameEnded )
            GotoState('MatchOver');

        return;
    }

    QueueAnnouncerSound( NewRoundSound, 1, 255 );
    ResetCountDown = ResetTimeDelay+1;
}

function PracticeRoundEnded()
{
    local Controller    C;

    // Practice Round Ended, reset scores!
    for ( C = Level.ControllerList; C != None; C = C.NextController )
        if ( C.PlayerReplicationInfo != None )
        {
            C.PlayerReplicationInfo.Kills = 0;
            C.PlayerReplicationInfo.Score   = 0;
            C.PlayerReplicationInfo.Deaths  = 0;

            if ( TeamPlayerReplicationInfo(C.PlayerReplicationInfo) != None )
                TeamPlayerReplicationInfo(C.PlayerReplicationInfo).Suicides = 0;

            if ( ASPlayerReplicationInfo(C.PlayerReplicationInfo) != None )
            {
                ASPlayerReplicationInfo(C.PlayerReplicationInfo).DisabledObjectivesCount = 0;
                ASPlayerReplicationInfo(C.PlayerReplicationInfo).DisabledFinalObjective = 0;
            }
        }

    bFirstBlood = false;
    Teams[0].Score = 0;
    Teams[1].Score = 0;
    Teams[0].NetUpdateTime = Level.TimeSeconds - 1;
    Teams[1].NetUpdateTime = Level.TimeSeconds - 1;
}

/* Awards points once both teams have attacked, every couple of rounds */
function SetPairOfRoundWinner()
{
    local byte WinningTeam;

    WinningTeam = GetPairOfRoundWinner();
    if ( WinningTeam < 2 )
    {
        Teams[WinningTeam].Score += 1.0;
        Teams[WinningTeam].NetUpdateTime = Level.TimeSeconds - 1;
        TeamScoreEvent(WinningTeam, 1, "pair_of_round_winner");
    }
}

/* Called when both teams have attacked in a row, and returns the winner */
function byte GetPairOfRoundWinner()
{
    // Team who disabled the highest number of objectives
    if ( Teams[0].ObjectivesDisabledCount > Teams[1].ObjectivesDisabledCount )
    {
        ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_RedMoreObjectives;
        return 0;
    }

    if ( Teams[0].ObjectivesDisabledCount < Teams[1].ObjectivesDisabledCount )
    {
        ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_BlueMoreObjectives;
        return 1;
    }

    // If teams completed the same number of objectives, without successfully attacking,
    // winner is the one who got their current objective the closest to completion (when relevant)
    if ( Teams[0].CurrentObjectiveProgress != Teams[1].CurrentObjectiveProgress
        && Teams[0].CurrentObjectiveProgress > 0.f && Teams[0].CurrentObjectiveProgress < 1.f )
    {
        if ( Teams[0].CurrentObjectiveProgress < Teams[1].CurrentObjectiveProgress )
        {
            ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_RedMoreProgress;
            return 0;
        }
        ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_BlueMoreProgress;
        return 1;
    }

    // Teams disabled the same number of objectives... compare time!
    if ( Teams[0].LastObjectiveTime > Teams[1].LastObjectiveTime )
    {
        ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_BlueGotSameOBJFaster;
        return 1;
    }

    if ( Teams[0].LastObjectiveTime < Teams[1].LastObjectiveTime )
    {
        ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_RedGotSameOBJFaster;
        return 0;
    }

    ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_Draw;
    return 255;
}


function AnnounceScore( int ScoringTeam )
{
    local name          ScoreSound;

    if ( IsAttackingTeam( ScoringTeam ) )
    {
        if ( ScoringTeam == 1 )
            ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_BlueAttacked;
        else
            ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_RedAttacked;
        ScoreSound = AttackerWinRound[ScoringTeam];
    }
    else
    {
        if ( ScoringTeam == 1 )
            ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_BlueDefended;
        else
            ASGameReplicationInfo(GameReplicationInfo).RoundWinner = ERW_RedDefended;
        ScoreSound = DefenderWinRound[ScoringTeam];
    }

    ASGameReplicationInfo(GameReplicationInfo).RoundOverTime = ASGameReplicationInfo(GameReplicationInfo).RoundTimeLimit - ASGameReplicationInfo(GameReplicationInfo).RoundStartTime + RemainingTime;
    QueueAnnouncerSound( ScoreSound, 1, 255 );
}

// directly skip to next round
exec function NewRound()
{
    StartNewRound();
}

// Start new round... reset everything, swap teams...
function StartNewRound()
{
    log("## ASGameInfo::StartNewRound ##");

    CurrentRound++;

    BeginRound();
}

function ResetLevel()
{
    local Controller        C, NextC;
    local Actor             A;

    log("ResetLevel");

    // Force bTeamScoreRounds to avoid having TeamScores reset to 0
    bTeamScoreRounds = true;

    if ( !bDisableReinforcements )
    {
        ASGameReplicationInfo(GameReplicationInfo).ReinforcementCountDown = 0;
        ReinforcementsCount = ReinforcementsFreq;   // Start reinforcements right away
    }

    // Reset ALL controllers first
    C = Level.ControllerList;
    while ( C != None )
    {
        NextC = C.NextController;

        if ( C.PlayerReplicationInfo == None || !C.PlayerReplicationInfo.bOnlySpectator )
        {
            if ( PlayerController(C) != None )
                PlayerController(C).ClientReset();
            C.Reset();
        }

        C = NextC;
    }

    // Reset ALL actors (except controllers)
    foreach AllActors(class'Actor', A)
        if ( !A.IsA('Controller') )
            A.Reset();
}

// Round begins...
function BeginRound()
{
    local Controller        C, NextC;
    local GameObjective GO;

    log("ASGameInfo::BeginRound");

    // Is Practice Round disabled ?
    if ( IsPracticeRound() && PracticeTimeLimit == 0 && Level.NetMode != NM_StandAlone )
        CurrentRound++;

    if ( IsPracticeRound() )
        PracticeRoundEnded();

    // Set Attacking and Defending teams...
    if ( IsPracticeRound() || CurrentRound % 2 == 1 )
    {
        CurrentAttackingTeam = FirstAttackingTeam;
        BeginNewPairOfRounds();
    }
    else
        CurrentAttackingTeam = 1 - FirstAttackingTeam;

    LastDisabledObjective   = None;
    CurrentObjective        = None;

    ASGameReplicationInfo(GameReplicationInfo).bTeamZeroIsAttacking = (CurrentAttackingTeam == 0);
    ASGameReplicationInfo(GameReplicationInfo).ObjectiveProgress    = 0;
    ASGameReplicationInfo(GameReplicationInfo).CurrentRound         = CurrentRound;
    ASGameReplicationInfo(GameReplicationInfo).RoundWinner          = ERW_None;
    RoundStartTime                                                  = RemainingTime;    // local round start stamp
    ASGameReplicationInfo(GameReplicationInfo).RoundStartTime       = RemainingTime;    // replicated round start stamp
    GameReplicationInfo.RemainingTime                               = RemainingTime;    // for new players joining..
    GameReplicationInfo.RemainingMinute                             = RemainingTime;    // re-synch current players
    GameReplicationInfo.NetUpdateTime                               = Level.TimeSeconds - 1;

    // Set Round Time Limit
    if ( IsPracticeRound() )
        ASGameReplicationInfo(GameReplicationInfo).RoundTimeLimit = PracticeTimeLimit;          // Practice Round
    else if ( CurrentRound % 2 == 0 && SuccessfulAssaultTimeLimit != 0 )
        ASGameReplicationInfo(GameReplicationInfo).RoundTimeLimit = SuccessfulAssaultTimeLimit; // First team succeeded => second team must beat this time.
    else
        ASGameReplicationInfo(GameReplicationInfo).RoundTimeLimit = RoundTimeLimit * 60;        // default round time limit

    if ( !bDisableReinforcements )
    {
        ASGameReplicationInfo(GameReplicationInfo).ReinforcementCountDown = 0;
        ReinforcementsCount = ReinforcementsFreq;   // Start reinforcements right away
    }

    ResetLevel();

    // Force objective DefenderTeamIndex
    for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
    {
        GO.DefenderTeamIndex = 1 - CurrentAttackingTeam;
        GO.NetUpdateTime = Level.TimeSeconds - 1;
    }

    if ( bWeakObjectives )
        WeakObjectives();

    HighlightCurrentPhysicalObjectives();

    // re spawn players
    C = Level.ControllerList;
    while ( C != None )
    {
        NextC = C.NextController;

        if ( C.IsA('PlayerController') && C.PlayerReplicationInfo != None && !C.PlayerReplicationInfo.bOnlySpectator )
            RestartPlayer( C );

        C = NextC;
    }

    TriggerEvent('StartRound', Self, None);
    if ( !IsPracticeRound() )
        GameEvent("AS_BeginRound", ""$CurrentRound, None);

    SetGameSpeed( GameSpeed );
}

/* Begin a new pair of rounds (both teams get to attack) */
function BeginNewPairOfRounds()
{
    local GameObjective GO;

    // Reset Objective tracking to define a pair of round winner
    Teams[0].LastObjectiveTime          = 0;
    Teams[0].ObjectivesDisabledCount    = 0;
    Teams[0].CurrentObjectiveProgress   = 0;
    Teams[1].LastObjectiveTime          = 0;
    Teams[1].ObjectivesDisabledCount    = 0;
    Teams[1].CurrentObjectiveProgress   = 0;

    for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
    {
        GO.ObjectiveDisabledTime    = 0;
        GO.SavedObjectiveProgress   = 0;
    }
}

function bool IsAttackingTeam(int TeamNumber)
{
    return ( TeamNumber == CurrentAttackingTeam );
}

function int GetAttackingTeam()
{
    return CurrentAttackingTeam;
}

function int GetDefenderNum()
{
    return (1 - CurrentAttackingTeam);
}

function GameObjective GetCurrentObjective()
{
    local GameObjective GO;

    // Try to find currently active objective...
    if ( CurrentObjective == None )

        for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
        {
            if ( (ASGameReplicationInfo(GameReplicationInfo).ObjectiveProgress == GO.ObjectivePriority)
                && GO.IsActive() && ( !GO.bOptionalObjective || CurrentObjective == None ) )
                CurrentObjective = GO;
        }

    return CurrentObjective;
}

function bool IsPlayingIntro()
{
    return false;
}

function bool IsPracticeRound()
{
    return ASGameReplicationInfo(GameReplicationInfo).IsPracticeRound();
}

function bool IsPlaying()
{
    return false;
}

function ScoreObjective( PlayerReplicationInfo Scorer, float Score )
{
    // NOTE: Score awarding hardcoded and moved to ObjectiveDisabled (see below).
    if ( GameRulesModifiers != None )
       GameRulesModifiers.ScoreObjective(Scorer, Score);
}

/* Is objective allowed to be disabled ? */
function bool CanDisableObjective( GameObjective GO )
{
    local ASGameReplicationInfo ASGRI;

    if ( !IsPlaying() )
        return false;

    if ( GO.bBotOnlyObjective )
        return true;

    ASGRI = ASGamereplicationInfo(GameReplicationInfo);
    if ( GO.ObjectivePriority <= ASGRI.ObjectiveProgress )
        return true;

    return false;
}

function ObjectiveDisabled( GameObjective DisabledObjective )
{
    local int           ForcedScore;
    local int           ObjectiveDisabledTime;
    local Controller    C;

    ObjectiveDisabledTime = RoundStartTime - RemainingTime;
    DisabledObjective.ObjectiveDisabledTime = ObjectiveDisabledTime;
    if ( IsPlaying() && DisabledObjective.DisabledBy != None )
    {
        // Hardcoded score
        if ( DisabledObjective.bOptionalObjective )
            ForcedScore = 5;
        else
            ForcedScore = 10;

        /* AwardAssaultScore can change DisabledBy, to award the Trophy to another player */
        DisabledObjective.AwardAssaultScore( ForcedScore );

        //log("ObjectiveCompleted Trophy given to" @ DisabledObjective.DisabledBy.Owner.GetHumanReadableName() );
        GameEvent("ObjectiveCompleted_Trophy", DisabledObjective.ObjectivePriority @ ObjectiveDisabledTime @ DisabledObjective.Objective_Info_Attacker, DisabledObjective.DisabledBy);
        ASPlayerReplicationInfo(DisabledObjective.DisabledBy).DisabledObjectivesCount++;

        if ( PlayerController(DisabledObjective.DisabledBy.Owner) != None )
        {
            PlayerController(DisabledObjective.DisabledBy.Owner).ReceiveLocalizedMessage(class'Message_Awards', 0);

            for ( C=Level.ControllerList; C!=None; C=C.nextController )
                if ( PlayerController(C) != None && C != DisabledObjective.DisabledBy.Owner )
                    PlayerController(C).ReceiveLocalizedMessage(class'Message_Awards', 1, DisabledObjective.DisabledBy);
        }
        //ScoreEvent(DisabledObjective.DisabledBy, ForcedScore, "Objective_Disabled");
    }
    //else if ( DisabledObjective.DisabledBy == None && !IsPlayingIntro() )
    //	log("DisabledObjective.DisabledBy == None" @ DisabledObjective );

    if ( !DisabledObjective.bOptionalObjective )
    {
        Teams[1-DisabledObjective.DefenderTeamIndex].ObjectivesDisabledCount++;
        Teams[1-DisabledObjective.DefenderTeamIndex].LastObjectiveTime = ObjectiveDisabledTime;
    }

    if ( IsPlaying() && DisabledObjective.DisabledBy != None )
    {
        if ( DisabledObjective.Announcer_DisabledObjective == None )
            QueueAnnouncerSound( '', 1, 255 );
        else
            QueueAnnouncerSound( DisabledObjective.Announcer_DisabledObjective.Name, 1, 255 );
    }
    LastDisabledObjective = DisabledObjective;

    super.ObjectiveDisabled( DisabledObjective );
}

function FindNewObjectives(GameObjective DisabledObjective)
{
    if ( !bGameEnded && ResetCountDown < 1 )
        UpdateObjectiveProgression( DisabledObjective ); // Objective has just been disabled, update progress...

    super.FindNewObjectives( DisabledObjective );
}

/*
here we keep track of objective progression through a simple progress index...
This index allows objectives to be shown in order on HUD,
and Briefing screen to show the status of the assault...
*/
function UpdateObjectiveProgression( GameObjective DisabledObjective )
{
    local GameObjective GO;
    local bool          bIncPriority, bObjPriority;
    local byte          CurrentProgressIndex, BackupProgressIndex;

    CurrentProgressIndex = ASGameReplicationInfo(GameReplicationInfo).ObjectiveProgress;

    BackupProgressIndex = CurrentProgressIndex;
    bIncPriority        = true;

    for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
    {
        // Check objective progression...
        if ( (CurrentProgressIndex == GO.ObjectivePriority) && !GO.bOptionalObjective )
        {
            // Prioritization is relevant, we found at least one objective matching...
            bObjPriority = true;

            if ( GO.IsActive() )
            {
                // There is at least one Objective with current priority left to disable...
                bIncPriority = false;
                break;
            }
        }
    }

    // Objective Prioritization is relevant and all current priority objectives are disabled ?
    // So increase progress index...
    if ( bObjPriority && bIncPriority )
        CurrentProgressIndex++;

    // Update progress...
    if ( CurrentProgressIndex != BackupProgressIndex )
        ASGameReplicationInfo(GameReplicationInfo).ObjectiveProgress++;

    HighlightCurrentPhysicalObjectives();

    // Update Current Objective
    for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
    {
        if ( (ASGameReplicationInfo(GameReplicationInfo).ObjectiveProgress == GO.ObjectivePriority)
            && !GO.bDisabled && !GO.bOptionalObjective )
        {
            CurrentObjective = GO;

            if ( !DisabledObjective.bAnnounceNextObjective || (CurrentProgressIndex == BackupProgressIndex
                && GO.Announcer_ObjectiveInfo == DisabledObjective.Announcer_ObjectiveInfo
                && !DisabledObjective.bOptionalObjective) )
                break;

            // Announce Next Objective...
            if ( IsPlaying() )
                AnnounceNextObjective( GO );
            return;
        }
    }
    if ( CurrentObjective != None && IsPlaying() )
        QueueAnnouncerSound( '', 1, 255,, 200 );
}


function HighlightCurrentPhysicalObjectives()
{
    local GameObjective GO;

    for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
    {
        if ( (ASGameReplicationInfo(GameReplicationInfo).ObjectiveProgress >= GO.ObjectivePriority) && GO.IsActive() )
            GO.HighlightPhysicalObjective( true );
        else
            GO.HighlightPhysicalObjective( false );
    }
}

function AnnounceNextObjective( GameObjective NewObjective )
{
    if ( !IsPlaying() )
        return;

    // Attackers
    if ( NewObjective.Announcer_ObjectiveInfo == None )
        QueueAnnouncerSound( '', 1, 1 - NewObjective.DefenderTeamIndex, AP_NoDuplicates, 200 );
    else
        QueueAnnouncerSound( NewObjective.Announcer_ObjectiveInfo.Name, 1, 1 - NewObjective.DefenderTeamIndex, AP_NoDuplicates, 200 );

    // Defenders
    if ( NewObjective.Announcer_DefendObjective == None )
        QueueAnnouncerSound( '', 1, NewObjective.DefenderTeamIndex, AP_NoDuplicates, 200 );
    else
        QueueAnnouncerSound( NewObjective.Announcer_DefendObjective.Name, 1, NewObjective.DefenderTeamIndex, AP_NoDuplicates, 200 );
}


function ShowPathTo(PlayerController P, int TeamNum)
{
    local GameObjective         G, Best;
    local class<WillowWhisp>    WWclass;
    local ASGameReplicationInfo ASGRI;

    ASGRI = ASGamereplicationInfo(GameReplicationInfo);

    Best = GetCurrentObjective();
    if ( Best == None || !Best.IsActive() )
    {
        for ( G=Teams[0].AI.Objectives; G!=None; G=G.NextObjective )
            if ( !G.bOptionalObjective && CheckObjectivePriority( G ) )
            {
                Best = G;
                break;
            }
    }

    if ( Best != None )
    {
        // Spawn Willow Whisp
        if ( P.FindPathToward(Best, false) != None )
        {
            WWclass = class<WillowWhisp>(DynamicLoadObject(PathWhisps[Best.DefenderTeamIndex], class'Class'));
            Spawn(WWclass, P,, P.Pawn.Location);
        }

        if ( TeamNum != 255 && IsPlaying() )
        {
            // Announce objective
            if ( P.GetTeamNum() == 1 - Best.DefenderTeamIndex )
            {
                // Attacker
                if ( Best.Announcer_ObjectiveInfo == None )
                    P.QueueAnnouncement( '', 1, AP_NoDuplicates, 201 );
                else
                    P.QueueAnnouncement( Best.Announcer_ObjectiveInfo.Name, 1, AP_NoDuplicates, 201 );
            }
            else if ( P.GetTeamNum() == Best.DefenderTeamIndex )
            {
                // Defenders
                if ( Best.Announcer_DefendObjective == None )
                    P.QueueAnnouncement( '', 1, AP_NoDuplicates, 201 );
                else
                    P.QueueAnnouncement( Best.Announcer_DefendObjective.Name, 1, AP_NoDuplicates, 201 );
            }
            else
                P.QueueAnnouncement( '', 1, AP_NoDuplicates, 201 );
        }
    }
}

/* returns true if Objective is relevant (priority wise) */
function bool   CheckObjectivePriority(GameObjective GO)
{
    local ASGameReplicationInfo ASGRI;

    ASGRI = ASGamereplicationInfo(GameReplicationInfo);

    if ( ASGRI == None || !GO.IsActive() || GO.bDisabled )
        return false;

    if ( ASGRI.ObjectiveProgress >= GO.ObjectivePriority )
        return true;

    return false;
}


/* new Spawn Area enabled, give the opportunity to that team to teleport there
    Only for currently alive players, of the team who got a new spawn area activated, during 15 seconds */
event NewSpawnAreaEnabled( bool bDefenders )
{
    local Controller        C;
    local PlayerController  PC;

    for ( C=Level.ControllerList; C!=None; C=C.NextController )
    {
        PC = PlayerController(C);

        if ( bDefenders && C.GetTeamNum() != GetDefenderNum() )
            continue;

        if ( !bDefenders && C.GetTeamNum() == GetDefenderNum() )
            continue;

        if ( C.IsInState('Dead') || C.Pawn == None || C.Pawn.Health < 1 )
            continue;

        if ( PC != None && (PC.IsDead() || PC.IsSpectating()) )
            continue;

        if ( C.Pawn != None && ASPlayerReplicationInfo(C.PlayerReplicationInfo) != None )
        {
            ASPlayerReplicationInfo(C.PlayerReplicationInfo).bTeleportToSpawnArea = true;
            if ( AIController(C) != None )
                ASPlayerReplicationInfo(C.PlayerReplicationInfo).TeleportTime = Level.TimeSeconds;
            else
                ASPlayerReplicationInfo(C.PlayerReplicationInfo).TeleportTime = ASGameReplicationInfo(GameReplicationInfo).RoundTimeLimit - ASGameReplicationInfo(GameReplicationInfo).RoundStartTime + RemainingTime;

            // NOTE: Bots are forced to teleport in ASPlayerReplicationInfo::Timer()
            // Bots are not teleported instantly because it is very likely that 2 spawn areas exist at the same time
            // (new and old), and bot might be teleported to the old one.
        }
    }
}

/* Teleport Player to new Spawn Location */
event NoTranslocatorKeyPressed( PlayerController PC )
{
    local ASGameReplicationInfo     ASGRI;
    local ASPlayerReplicationInfo   ASPRI;

    if ( PC == None || ASPlayerReplicationInfo(PC.PlayerReplicationInfo) == None )
        return;

    ASPRI = ASPlayerReplicationInfo(PC.PlayerReplicationInfo);
    if ( ASPRI.bTeleportToSpawnArea == false )
        return;

    ASGRI = ASGameReplicationInfo(GameReplicationInfo);
    if ( ASGRI.RoundTimeLimit - ASGRI.RoundStartTime + RemainingTime + ASGRI.MaxTeleportTime < ASPRI.TeleportTime )
        return;

    TeleportPlayerToSpawn( PC );
}

/* Teleport player to current spawn area */
function TeleportPlayerToSpawn( Controller C )
{
    local vector    PrevLocation;

    PrevLocation = C.Pawn.Location;
    ASPlayerReplicationInfo(C.PlayerReplicationInfo).bTeleportToSpawnArea = false;
    RespawnPlayer( C, false );

    if ( C.Pawn.IsA('xPawn') )
        xPawn(C.Pawn).DoTranslocateOut( PrevLocation );
}

function Killed( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType )
{
    //log("ASGameinfo::Killed Killer:" @ Killer @ "Killed" @ Killed @ "KilledPawn" @ KilledPawn );
    if ( Killed != None && ASPlayerReplicationInfo(Killed.PlayerReplicationInfo) != None )
        ASPlayerReplicationInfo(Killed.PlayerReplicationInfo).bTeleportToSpawnArea = false;

    super.Killed( Killer, Killed, KilledPawn, damageType );
}

function int VehicleScoreKill( Controller Killer, Controller Killed, Vehicle DestroyedVehicle, out string KillInfo )
{
    if ( DestroyedVehicle.bKeyVehicle || DestroyedVehicle.bHighScoreKill )
    {
        if ( Killer == Killed || Killer.GetTeamNum() == DestroyedVehicle.GetTeamNum() )
            return super.VehicleScoreKill( Killer, Killed, DestroyedVehicle, KillInfo );

        // Destroyed vehicles trophys
        if ( ASPlayerReplicationInfo(Killer.PlayerReplicationInfo) != None )
        {
            GameEvent("VehicleDestroyed_Trophy", DestroyedVehicle.VehicleNameString, Killer.PlayerReplicationInfo);
            ASPlayerReplicationInfo(Killer.PlayerReplicationInfo).DestroyedVehicles++;

            // Wrecker! announcer
            if ( PlayerController(Killer) != None && ASPlayerReplicationInfo(Killer.PlayerReplicationInfo).DestroyedVehicles > 2 )
                PlayerController(Killer).ReceiveLocalizedMessage(class'Message_ASKillMessages', 1);
        }
    }

    return super.VehicleScoreKill( Killer, Killed, DestroyedVehicle, KillInfo );
}

function bool CriticalPlayer(Controller Other)
{
    local GameObjective GO;

    if ( Other.Pawn == None || Other.PlayerReplicationInfo == None || !IsAttackingTeam(Other.GetTeamNum()) )
        return super.CriticalPlayer( Other );

    for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
    {
        if ( !GO.IsActive() || !GO.IsCritical() || (ASGameReplicationInfo(GameReplicationInfo).ObjectiveProgress < GO.ObjectivePriority) )
            continue;

        if ( GO.MyBaseVolume != None && GO.MyBaseVolume.Encompasses( Other.Pawn ) )
            return true;
    }

    return super.CriticalPlayer( Other );
}

function SpecialEvent(PlayerReplicationInfo Who, string Desc)
{
    if ( !IsPracticeRound() )
        super.SpecialEvent( Who, Desc );
}

function KillEvent(string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage)
{
    if ( !IsPracticeRound() )
        super.KillEvent(KillType, Killer, Victim, Damage);
}

function ScoreEvent(PlayerReplicationInfo Who, float Points, string Desc)
{
    if ( !IsPracticeRound() )
        super.ScoreEvent( Who, Points, Desc);
}

function TeamScoreEvent(int Team, float Points, string Desc)
{
    if ( !IsPracticeRound() )
        super.TeamScoreEvent( Team, Points, Desc);
}

function RestartPlayer( Controller aPlayer )
{
    local String    PawnOverrideClass;

    super.RestartPlayer( aPlayer );

    if ( aPlayer != None && aPlayer.PlayerReplicationInfo != None )
    {
        PawnOverrideClass = ASPlayerReplicationInfo(aPlayer.PlayerReplicationInfo).PawnOverrideClass;
        if ( PawnOverrideClass != "" )
        {
            SpawnAndPossessPawn(aPlayer, PawnOverrideClass);
            ASPlayerReplicationInfo(aPlayer.PlayerReplicationInfo).PawnOverrideClass = "";
        }
    }
    if ( PlayerController(aPlayer) != None )
        BroadCast_AssaultRole_Message( PlayerController(aPlayer) );
}


function RespawnPlayer( Controller C, optional bool bClearSpecials )
{
    local String    PawnOverrideClass;
    local vehicle   DrivenVehicle;

    if ( C.Pawn != None )
    {
        DrivenVehicle = Vehicle(C.Pawn);
        if ( DrivenVehicle != None )
            DrivenVehicle.KDriverLeave( true ); // Force the driver out of the car
    }

    C.StartSpot = FindPlayerStart(C, C.PlayerReplicationInfo.Team.TeamIndex);

    PawnOverrideClass = ASPlayerReplicationInfo(C.PlayerReplicationInfo).PawnOverrideClass;
    if ( PawnOverrideClass != "" )
    {
        SpawnAndPossessPawn(C, PawnOverrideClass);
        ASPlayerReplicationInfo(C.PlayerReplicationInfo).PawnOverrideClass = "";
    }

    if ( C.StartSpot != None )
    {
        C.SetLocation( C.StartSpot.Location );
        C.SetRotation( C.StartSpot.Rotation );
    }

    if ( C.Pawn != None )
    {
        if ( bClearSpecials && xPawn(C.Pawn) != None )
        {
            if (xPawn(C.Pawn).CurrentCombo != None)
            {
                C.Adrenaline = 0;
                xPawn(C.Pawn).CurrentCombo.Destroy();
            }
            if ( xPawn(C.Pawn).UDamageTimer != None )
            {
                xPawn(C.Pawn).UDamageTimer.Destroy();
                xPawn(C.Pawn).DisableUDamage();
            }
        }
        if ( C.Pawn.Weapon == None )
        {
            AddDefaultInventory( C.Pawn );
        }

        SetPlayerDefaults( C.Pawn );
        C.Pawn.SetLocation( C.StartSpot.Location );
        C.Pawn.SetRotation( C.StartSpot.Rotation );
        C.Pawn.Velocity = vect(0,0,0);
        C.Pawn.PlayTeleportEffect(false, true);
        if ( (Bot(C) != None) && (PawnOverrideClass == "") )
            Bot(C).Squad.ReTask(Bot(C));
    }

    if ( C.StartSpot != None )
        C.ClientSetLocation(C.StartSpot.Location, C.StartSpot.Rotation);
}


function AddDefaultInventory( pawn PlayerPawn )
{
    if ( ASPlayerReplicationInfo(PlayerPawn.Controller.PlayerReplicationInfo).PawnOverrideClass == "" )
    {
        if ( UnrealPawn(PlayerPawn) != None )
            UnrealPawn(PlayerPawn).AddDefaultInventory();
        else if ( ASVehicle(PlayerPawn) != None )
            ASVehicle(PlayerPawn).AddDefaultInventory();
    }

    SetPlayerDefaults(PlayerPawn);
}


function class<Pawn> GetDefaultPlayerClass(Controller C)
{
    local String PawnClassName;
    local class<Pawn> PawnClass;

    if ( C != None )
    {
        // Laurent -- returns Engine.Pawn which is abstract = player dies right away
        // PawnClassName = PC.GetDefaultURL( "Class" );
        PawnClassName = String(C.default.PawnClass);
        PawnClass = class<Pawn>( DynamicLoadObject( PawnClassName, class'Class') );

        if ( PawnClass != None )
            return( PawnClass );
    }

    return( class<Pawn>( DynamicLoadObject( DefaultPlayerClassName, class'Class' ) ) );
}


// Force a specific PawnClass to be used when (re)spawning
function bool SpawnAndPossessPawn(Controller C, String PawnClassName)
{
    local class<Pawn>       PawnClass;
    local Pawn              P;

    PawnClass = class<Pawn>(DynamicLoadObject(PawnClassName, class'Class'));

    if ( PawnClass == None )
    {
        log("ASGameInfo::SpawnAndPossessPawn - PawnClass == None. PawnClassName:"@PawnClassName);
        return false;
    }

    // Override Controller.PawnClass
    if ( C.Pawn == None ) // Controller doesn't have a Pawn yet...
    {
        log("ASGameInfo::SpawnAndPossessPawn - Pawn == None. PawnClassName:"@PawnClassName);
        return false;
    }

    // Spawn Pawn and possess..
    P = Spawn(PawnClass, C,, C.Pawn.LastStartSpot.Location, C.Pawn.LastStartSpot.Rotation);
    if ( P == None ) // make sure it never fails...
    {
        P = Spawn(PawnClass, C,, C.Location, C.Rotation);
        if ( P == None )
        {
            P = Spawn(PawnClass, C);
            if ( P == None )
            {
                P = C.Pawn;
                C.UnPossess();
                P.Controller = None;
                P.Destroy();
                C.PawnClass = PawnClass;
                return false;
            }
        }
    }

    P.Anchor            = C.Pawn.LastStartSpot;
    P.LastStartSpot     = C.Pawn.LastStartSpot;
    P.LastStartTime     = Level.TimeSeconds;
    C.PreviousPawnClass = C.Pawn.Class;

    PossessPawn( C, P );

    return true;
}


function PossessPawn( Controller C, Pawn P )
{
    local Vehicle           V;
    local Pawn              OldPawn;
    local PlayerController  PC;

    PC = PlayerController(C);

    // vehicle specifics
    V = Vehicle(P);
    if ( V != None )
    {
        V.TryToDrive( C.Pawn );
        return;
    }

    OldPawn = C.Pawn;
    C.UnPossess();
    OldPawn.Controller = None;
    OldPawn.Destroy();

    C.Possess( P );

    if ( PC != None )
    {
        PC.ClientSetRotation( C.Pawn.Rotation );
        PC.bBehindView = PC.Pawn.PointOfView();
        PC.ClientSetBehindView( PC.bBehindView );
    }

    AddDefaultInventory( C.Pawn );
}

function NavigationPoint FindPlayerStart( Controller Player, optional byte InTeam, optional string incomingName )
{
    local NavigationPoint   N, BestStart;
    local int               i;
    local string            PawnOverrideClass;
    local byte              Team, T;
    local float             BestRating, NewRating;
    local Teleporter        Tel;

    // Fix for InTeam not working correctly in GameInfo
    if ( (Player != None) && (Player.PlayerReplicationInfo != None) && Player.PlayerReplicationInfo.Team != None )
        Team = Player.PlayerReplicationInfo.Team.TeamIndex;
    else
        Team = InTeam;

    if ( Player != None )
        Player.StartSpot = None;

     if ( GameRulesModifiers != None )
    {
        N = GameRulesModifiers.FindPlayerStart(Player,InTeam,incomingName);
        if ( N != None )
            return N;
    }

    // if incoming start is specified, then just use it
    if ( incomingName!="" )
        foreach AllActors( class 'Teleporter', Tel )
            if ( string(Tel.Tag)~=incomingName )
                return Tel;

    for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
    {
        NewRating = RatePlayerStart(N, Team, Player);
        if ( NewRating > BestRating )
        {
            BestRating = NewRating;
            BestStart = N;
        }
    }

    if ( PlayerStart(BestStart) == None )
    {
        log("Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating");
        log(" Player:" @ Player.GetHumanReadableName() @ "Team:" @ Team @ "Player.Event:" @ Player.Event );
        DebugShowSpawnAreas();
        BestRating = -100000000;
        ForEach AllActors( class 'NavigationPoint', N ) // consider all playerstarts...
        {
            if ( PlayerStart(N) != None )
                T = PlayerStart(N).TeamNumber;
            else
                T = Team;
            NewRating = RatePlayerStart(N, T, Player);
            if ( InventorySpot(N) != None )
                NewRating -= 50;
            NewRating += 20 * FRand();
            if ( NewRating > BestRating )
            {
                BestRating = NewRating;
                BestStart = N;
            }
        }
        //Assert(true);
    }

    // Checking if PlayerStart requires controller to spawn with a forced Pawn class
    if ( SpawnManagers.Length > 0 )
        for (i=0; i<SpawnManagers.Length; i++)
        {
            PawnOverrideClass = SpawnManagers[i].PawnClassOverride(Player, PlayerStart(BestStart), Team);

            if ( PawnOverrideClass != "" )
            {
                ASPlayerReplicationInfo(Player.PlayerReplicationInfo).PawnOverrideClass = PawnOverrideClass;
                break;
            }
        }

    // Ugly Hack to force player to use a specific Spawning area
    if ( Player != None )
        Player.Event = '';

    return BestStart;
}

/* Rate whether player should choose this NavigationPoint as its start */
function float RatePlayerStart(NavigationPoint N, byte Team, Controller Player)
{
    local PlayerStart           P;
    local int                   i;

    P = PlayerStart(N);
    if ( P == None )
        return -10000000;

    if ( SpawnManagers.Length > 0 )
    {
        for (i=0; i<SpawnManagers.Length; i++)
        {
            if ( SpawnManagers[i].ApprovePlayerStart(P, Team, Player) )
                return super(DeathMatch).RatePlayerStart(N, Team, Player); // Ignore TeamGame RatePlayerStart, since we don't want PRI.Team to match with PlayerStart.TeamNumber
        }
    }

    return -9000000;
}

function DebugShowSpawnAreas()
{
    local NavigationPoint       N;
    local PlayerStart           PS;
    local PlayerSpawnManager    PSM;
    local int                   i;

    log("==============");
    log("ShowSpawnAreas");
    log("==============");

    // Log PlayerSpawnManagers
    if ( SpawnManagers.Length > 0 )
        for (i=0; i<SpawnManagers.Length; i++)
        {
            PSM = SpawnManagers[i];
            log("PlayerSpawnManager:" @ PSM @ "bEnabled:" @ PSM.bEnabled @ "Tag:" @ PSM.Tag );

            // log PlayerStarts
            if ( PSM.bEnabled )
                for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
                {
                    PS = PlayerStart(N);
                    if ( PS == None ) continue;

                    if ( PS.TeamNumber == PSM.PlayerStartTeam )
                        log( " " @ PS @ "Enabled:" @ PS.bEnabled);
                }
        }

    log("==============");
    log("End...........");
    log("==============");
}

function int ReduceDamage( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType )
{
    if ( (instigatedBy == injured) && (class<WeaponDamageType>(DamageType) != None) )
        Momentum *= 0.3;

    return Super.ReduceDamage(Damage,injured,instigatedby,hitlocation,momentum,damagetype);
}

function int AdjustDestroyObjectiveDamage( int Damage, Controller InstigatedBy, GameObjective GO )
{
    local PlayerController  LocalPlayer;
    if ( AIController(InstigatedBy) == None || InstigatedBy.PlayerReplicationInfo == None )
        return Damage;

    LocalPlayer = Level.GetLocalPlayerController();
    if ( (Level.NetMode == NM_StandAlone || bPlayersVsBots)
        && (LocalPlayer == None || LocalPlayer.GetTeamNum() != InstigatedBy.GetTeamNum()) )
        return Damage * GO.BotDamageScaling;
    return Damage;
}

//
// Cheats
//

function WeakObjectives()
{
    super.WeakObjectives();
    bWeakObjectives = true;
}

/*
// remove me
exec function function CompleteObjective()
{
    DisableNextObjective();
}

exec function WinRound()
{
    EndRound(ERER_AttackersWin, None, "consolecommand");
}

exec function FinishRound()
{
    EndRound(ERER_AttackersLose, None, "consolecommand");
}
*/

function DisableNextObjective()
{
    local GameObjective GO;

    for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective )
        if ( CheckObjectivePriority( GO ) )
        {
            GO.CompleteObjective( None );
            break;
        }
}

function QueueAnnouncerSound( name ASound, byte AnnouncementLevel, byte Team,
                             optional AnnouncerQueueManager.EAPriority Priority, optional byte Switch )
{
    local Controller C;

    if ( !IsPlayingIntro() && (ASound != '') )
    {
        for ( C=Level.ControllerList; C!=None; C=C.NextController )
        {
            if ( C.IsA('PlayerController') && ((Team==255) || (C.GetTeamNum()==Team)) )
                PlayerController(C).QueueAnnouncement( ASound, AnnouncementLevel, Priority, Switch );
        }
    }
}

static function PrecacheGameAnnouncements(AnnouncerVoice V, bool bRewardSounds)
{
    Super.PrecacheGameAnnouncements(V,bRewardSounds);
    if ( !bRewardSounds )
    {
        V.PrecacheSound('Draw_Game');
        V.PrecacheSound('New_assault_in');
        V.PrecacheSound('You_are_attacking');
        V.PrecacheSound('You_are_defending');
        V.PrecacheSound('Red_team_attacked');
        V.PrecacheSound('Blue_team_attacked');
        V.PrecacheSound('Red_team_defended');
        V.PrecacheSound('Blue_team_defended');
    }
}
/* OBSOLETE UpdateAnnouncements() - preload all announcer phrases used by this actor */
simulated function UpdateAnnouncements() {}

function GetServerDetails(out ServerResponseLine ServerState)
{
    super.GetServerDetails( ServerState );
    AddServerDetail( ServerState, "RoundLimit",  RoundLimit);
    AddServerDetail( ServerState, "RoundTimeLimit", RoundTimeLimit );
    AddServerDetail( ServerState, "ResetTimeDelay",  ResetTimeDelay);
    AddServerDetail( ServerState, "ReinforcementsFreq", ReinforcementsFreq );
    AddServerDetail( ServerState, "PracticeTimeLimit",  PracticeTimeLimit);
}

static event bool AcceptPlayInfoProperty(string PropertyName)
{
    if ( InStr(PropertyName, "bAllowTrans") != -1 )
        return false;

    if ( PropertyName ~= "TimeLimit" )
        return false;

    if ( InStr(PropertyName, "GoalScore") != -1 )
        return false;

    return Super.AcceptPlayInfoProperty(PropertyName);
}

static function FillPlayInfo(PlayInfo PlayInfo)
{
    local int i;

    super.FillPlayInfo( PlayInfo );  // Always begin with calling parent
    PlayInfo.AddSetting(default.GameGroup,  "RoundLimit",           default.ASPropsDisplayText[i++], 0, 1,  "Text", "3;1:999");
    PlayInfo.AddSetting(default.GameGroup,  "RoundTimeLimit",       default.ASPropsDisplayText[i++], 0, 1,  "Text", "3;0:999");
    PlayInfo.AddSetting(default.GameGroup,  "ResetTimeDelay",       default.ASPropsDisplayText[i++], 0, 1,  "Text", "3;0:999",,    ,True);
    PlayInfo.AddSetting(default.GameGroup,  "ReinforcementsFreq",   default.ASPropsDisplayText[i++], 0, 1,  "Text", "3;0:999",,    ,True);
    PlayInfo.AddSetting(default.GameGroup,   "PracticeTimeLimit",   default.ASPropsDisplayText[i++], 0, 1,  "Text", "3;0:999",,    ,True);
}

static event string GetDescriptionText(string PropName)
{
    switch( PropName )
    {
        case "RoundLimit":          return default.ASPropDescText[0];
        case "RoundTimeLimit":      return default.ASPropDescText[1];
        case "ResetTimeDelay":      return default.ASPropDescText[2];
        case "ReinforcementsFreq":  return default.ASPropDescText[3];
        case "PracticeTimeLimit":   return default.ASPropDescText[4];
    }

    return super.GetDescriptionText( PropName );
}

static function bool AllowMutator( string MutatorClassName )
{
    if ( MutatorClassName == "" )
        return false;

    if ( static.IsVehicleMutator(MutatorClassName) )
        return false;
    if ( MutatorClassName ~= "UnrealGame.MutLowGrav" )
        return false;
    if ( MutatorClassName ~= "xGame.MutQuadJump" )
        return false;
    if ( MutatorClassName ~= "xGame.MutInstagib" )
        return false;
    if ( MutatorClassName ~= "xGame.MutZoomInstagib" )
        return false;

    return super.AllowMutator(MutatorClassName);
}

static function array<string> GetAllLoadHints(optional bool bThisClassOnly)
{
    local int i;
    local array<string> Hints;

    if ( !bThisClassOnly || default.ASHints.Length == 0 )
        Hints = Super.GetAllLoadHints();

    for ( i = 0; i < default.ASHints.Length; i++ )
        Hints[Hints.Length] = default.ASHints[i];

    return Hints;
}

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     RoundLimit=1
     RoundTimeLimit=10
     PracticeTimeLimit=60
     ReinforcementsFreq=7
     ReinforcementsValidTime=3
     ASPropsDisplayText(0)="Pair of Rounds"
     ASPropsDisplayText(1)="Round Time Limit"
     ASPropsDisplayText(2)="Reset Countdown"
     ASPropsDisplayText(3)="Reinforcements Time"
     ASPropsDisplayText(4)="Practice Time"
     ASPropDescText(0)="Number of pair of rounds (Attack and defense) for this match."
     ASPropDescText(1)="Specifies how long each round lasts."
     ASPropDescText(2)="Specifies how much time there is between each round."
     ASPropDescText(3)="Specifies time between reinforcements spawning."
     ASPropDescText(4)="Specifies how much time lasts the online practice round. (In seconds)"
     ASHints(0)="A waypoint on the HUD indicates the location of an objective."
     ASHints(1)="Be on the look out for HUD warnings and alarm sounds when an objective is in danger."
     ASHints(2)="When a new spawn area has been enabled, Press %SWITCHWEAPON 10% to teleport to it instantly."
     ASHints(3)="Press %BASEPATH 0% or %BASEPATH 1% to highlight the current objective, show a path to it, and slide out the objective list."
     ASHints(4)="Monitor the respawn countdown to know when to expect backups."
     ASHints(5)="Some weapons are better at destroying enemy Spider Mines than others."
     ASHints(6)="You can be hurt or killed by vehicles exploding near you."
     ASHints(7)="You can heal a friendly vehicle with the Link Gun alt-fire."
     ASHints(8)="If you die, any Spider Mines or Grenades you fired will explode."
     ASHints(9)="The green light on top of the weapon lockers indicates that additional ammo is available at that locker."
     ASHints(10)="All turrets can zoom in by pressing %MOVEFORWARD% and zoom out by pressing %MOVEBACKWARD%."
     ASHints(11)="Link turrets have the same properties as the Link Gun."
     ASHints(12)="The Ion Cannon and Ion Plasma Tank, while charging up, indicate their target with a laser beam."
     ASHints(13)="You can switch between remote controlled turrets by pressing %NEXTWEAPON% and %PREVWEAPON%."
     ASHints(14)="In a SpaceFighter, you can cycle through targets by pressing %NEXTWEAPON% and %PREVWEAPON%."
     ASHints(15)="Various trophies can be obtained by destroying a key vehicle (or turret), completing an objective, or successfully attacking."
     ASHints(16)="A trophy is given to the player completing an objective, but the points reward is shared between all contributors."
     ASHints(17)="Press %TOGGLEBEHINDVIEW% to switch between 1st and 3rd person view in vehicles."
     NewRoundSound="New_assault_in"
     AttackerWinRound(0)="Red_team_attacked"
     AttackerWinRound(1)="Blue_team_attacked"
     DefenderWinRound(0)="Red_team_defended"
     DefenderWinRound(1)="Blue_team_defended"
     DrawGameSound="Draw_Game"
     bScoreTeamKills=False
     bSpawnInTeamArea=True
     TeammateBoost=0.250000
     TeamAIType(0)=Class'UT2k4Assault.ASTeamAI'
     TeamAIType(1)=Class'UT2k4Assault.ASTeamAI'
     NetWait=15
     bSkipPlaySound=True
     SpawnProtectionTime=3.000000
     ADR_Kill=2.000000
     bTeamScoreRounds=True
     bAllowVehicles=True
     DefaultPlayerClassName="xGame.xPawn"
     ScoreBoardType="UT2k4Assault.ScoreBoard_Assault"
     HUDSettingsMenu="GUI2K4.CustomHUDMenuAssault"
     HUDType="UT2k4Assault.HUD_Assault"
     MapListType="UT2k4Assault.ASMapList"
     MapPrefix="AS"
     BeaconName="AS"
     ResetTimeDelay=8
     GoalScore=0
     MutatorClass="UT2K4Assault.ASMutator"
     GameReplicationInfoClass=Class'UT2k4Assault.ASGameReplicationInfo'
     GameName="Assault"
     Description="In each round, one team takes the role of the attacker, while the other team defends, in recreations of famous (or infamous) scenarios. After a pair of rounds, the most successful attacking team scores a point."
     ScreenShotName="UT2004Thumbnails.AssaultShots"
     Acronym="AS"
}

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Class file time: Tue 24/10/2006 17:00:14.000 - Creation time: Wed 7/2/2007 19:16:33.921 - Created with UnCodeX