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Engine.VotingHandler


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// ====================================================================
//  Class:  Engine.VotingHandler
//
//	Base class for the VotingHandler that handles the server side of
//  map and kick voting.
//
//  Written by Bruce Bickar
//  (c) 2003, Epic Games, Inc.  All Rights Reserved
// ====================================================================
class VotingHandler extends Info;

struct MapVoteGameConfig
{
    var string GameClass; // code class of game type. XGame.xDeathMatch
    var string Prefix;    // MapName Prefix. DM, CTF, BR etc.
    var string Acronym;   // Game Acronym (appended to map names in messages to help identify game type for map)
    var string GameName;  // Name or Title of the game type. "DeathMatch", "Capture The Flag"
    var string Mutators;  // Mutators to load with this gametype. "XGame.MutInstaGib,UnrealGame.MutBigHead,UnrealGame.MutLowGrav"
    var string Options;   // Game Options
};

struct MapVoteGameConfigLite
{
    var string GameClass; // code class of game type. XGame.xDeathMatch
    var string Prefix;    // MapName Prefix. DM, CTF, BR etc.
    var string GameName;  // Name or Title of the game type. "DeathMatch", "Capture The Flag"
};

struct MapVoteMapList
{
    var string MapName;
    var int PlayCount;
    var int Sequence;
    var bool bEnabled;
};

struct MapHistoryInfo
{
    var string M;  // MapName  - Used short/single character var names to keep ini file smaller
    var int    P;  // Play count. Number of times map has been played
    var int    S;  // Sequence. The order in which the map was played
    var string G;  // per map game options
    var string U;  // per map mutators
};

struct MapVoteScore
{
    var int MapIndex;
    var int GameConfigIndex;
    var int VoteCount;
};

struct KickVoteScore
{
    var int PlayerID;
    //var string PlayerName;
    var int Team;
    var int KickVoteCount;
};

struct AccumulationData  // used to save player's unused vote between maps when in Accumulation mode
{
    var string Name;
    var int VoteCount;
};

function PlayerJoin(PlayerController Player);
function PlayerExit(Controller Exiting);
function bool HandleRestartGame()
{
    return true;
}
function string GetConfigArrayData(string ConfigArrayName, int RowIndex, int ColumnIndex); // should return "type;maxlength;value"
function string GetConfigArrayColumnTitle(string ConfigArrayName, int ColumnIndex);
function DeleteConfigArrayItem(string ConfigArrayName, int RowIndex);
function int AddConfigArrayItem(string ConfigArrayName);
function UpdateConfigArrayItem(string ConfigArrayName, int RowIndex, int ColumnIndex, string NewValue);
function int GetConfigArrayItemCount(string ConfigArrayName);

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

static function bool IsEnabled()
{
    return false;
}

function ReloadAll( optional bool bParam );

// server querying
function GetServerDetails( out GameInfo.ServerResponseLine ServerState );

defaultproperties
{
}

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Class file time: Mon 23/10/2006 20:25:18.000 - Creation time: Wed 7/2/2007 19:16:58.562 - Created with UnCodeX