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//RPGPlayerDataObject is used for saving player data. Using PerObjectConfig objects over arrays of structs is faster //because native code can do the name search. Additionally, structs have a 1024 character limit when converted //to text for .ini saving, which is not an issue for objects since they are not stored on one line. class RPGPlayerDataObject extends Object config(UT2004RPG) PerObjectConfig; //Player name is the object name var config string OwnerID; //unique PlayerID of person who owns this name ("Bot" for bots) var config int Level, Experience, WeaponSpeed, HealthBonus, AdrenalineMax, Attack, Defense, AmmoMax, PointsAvailable, NeededExp; var config float ExperienceFraction; // when player gets EXP less than a full point, it gets added up here until it's >= 1.0 //these two should really be a struct but can't be since they need to be able to be put into RPGPlayerData struct //and structs inside structs are not supported var config array<class<RPGAbility> > Abilities; var config array<int> AbilityLevels; //AI related var config class<RPGAbility> BotAbilityGoal; //Bot is saving points towards this ability var config int BotGoalAbilityCurrentLevel; //Bot's current level in the ability it wants (so don't have to search for it) //This struct is used for the data when it needs to be replicated, since an Object cannot be struct RPGPlayerData { var int Level, Experience, WeaponSpeed, HealthBonus, AdrenalineMax; var int Attack, Defense, AmmoMax, PointsAvailable, NeededExp; var array<class<RPGAbility> > Abilities; var array<int> AbilityLevels; }; //adds a fractional amount of EXP //the mutator and our owner's PRI are passed in for calling CheckLevelUp() if we've reached a whole number function AddExperienceFraction(float Amount, MutUT2004RPG RPGMut, PlayerReplicationInfo MessagePRI) { ExperienceFraction += Amount; if (Abs(ExperienceFraction) >= 1.0) { Experience += int(ExperienceFraction); ExperienceFraction -= int(ExperienceFraction); RPGMut.CheckLevelUp(self, MessagePRI); } } function CreateDataStruct(out RPGPlayerData Data, bool bOnlyEXP) { Data.Level = Level; Data.Experience = Experience; Data.NeededExp = NeededExp; Data.PointsAvailable = PointsAvailable; if (bOnlyEXP) return; Data.WeaponSpeed = WeaponSpeed; Data.HealthBonus = HealthBonus; Data.AdrenalineMax = AdrenalineMax; Data.Attack = Attack; Data.Defense = Defense; Data.AmmoMax = AmmoMax; Data.Abilities = Abilities; Data.AbilityLevels = AbilityLevels; } function InitFromDataStruct(RPGPlayerData Data) { Level = Data.Level; Experience = Data.Experience; NeededExp = Data.NeededExp; PointsAvailable = Data.PointsAvailable; WeaponSpeed = Data.WeaponSpeed; HealthBonus = Data.HealthBonus; AdrenalineMax = Data.AdrenalineMax; Attack = Data.Attack; Defense = Data.Defense; AmmoMax = Data.AmmoMax; Abilities = Data.Abilities; AbilityLevels = Data.AbilityLevels; } function CopyDataFrom(RPGPlayerDataObject DataObject) { OwnerID = DataObject.OwnerID; Level = DataObject.Level; Experience = DataObject.Experience; NeededExp = DataObject.NeededExp; PointsAvailable = DataObject.PointsAvailable; WeaponSpeed = DataObject.WeaponSpeed; HealthBonus = DataObject.HealthBonus; AdrenalineMax = DataObject.AdrenalineMax; Attack = DataObject.Attack; Defense = DataObject.Defense; AmmoMax = DataObject.AmmoMax; Abilities = DataObject.Abilities; AbilityLevels = DataObject.AbilityLevels; BotAbilityGoal = DataObject.BotAbilityGoal; BotGoalAbilityCurrentLevel = DataObject.BotGoalAbilityCurrentLevel; } defaultproperties { } |
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