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Engine.LevelInfo


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//=============================================================================
// LevelInfo contains information about the current level. There should 
// be one per level and it should be actor 0. UnrealEd creates each level's 
// LevelInfo automatically so you should never have to place one
// manually.
//
// The ZoneInfo properties in the LevelInfo are used to define
// the properties of all zones which don't themselves have ZoneInfo.
//=============================================================================
class LevelInfo extends ZoneInfo
    native;

// Textures.
#exec Texture Import File=Textures\DefaultTexture.pcx

//-----------------------------------------------------------------------------
// Level time.

// Time passage.
var() float TimeDilation;          // Normally 1 - scales real time passage.

// Current time.
var           float TimeSeconds;   // Time in seconds since level began play.
var transient int   Year;          // Year.
var transient int   Month;         // Month.
var transient int   Day;           // Day of month.
var transient int   DayOfWeek;     // Day of week.
var transient int   Hour;          // Hour.
var transient int   Minute;        // Minute.
var transient int   Second;        // Second.
var transient int   Millisecond;   // Millisecond.

//-----------------------------------------------------------------------------
// Text info about level.

var() localized string Title;
var()           string Author;          // Who built it.
var() localized string IdealPlayerCount;// Ideal number of players for this level. I.E.: 6-8
var() int   RecommendedEnemies;         // number of enemy bots recommended (used by rated games)
var() int   RecommendedTeammates;       // number of friendly bots recommended (used by rated games)
var() localized string LevelEnterText;  // Message to tell players when they enter.
var()           string LocalizedPkg;    // Package to look in for localizations.
var             string Pauser;          // If paused, name of person pausing the game.

//-----------------------------------------------------------------------------
// Flags affecting the level.

var() bool           bLonePlayer;     // No multiplayer coordination, i.e. for entranceways.
var bool             bBegunPlay;      // Whether gameplay has begun.
var bool             bPlayersOnly;    // Only update players.
var bool             bHighDetailMode; // Client high-detail mode.
var bool             bStartup;        // Starting gameplay.
var() bool           bHumansOnly;     // Only allow "human" player pawns in this level
var bool             bNoCheating;     

//-----------------------------------------------------------------------------
// Audio properties.

var(Audio) const music  Song;          // Default song for level.
var(Audio) const byte   SongSection;   // Default song order for level.
var(Audio) const byte   CdTrack;       // Default CD track for level.
var(Audio) float        PlayerDoppler; // Player doppler shift, 0=none, 1=full.

//-----------------------------------------------------------------------------
// Miscellaneous information.

var() float Brightness;
var() texture Screenshot;
var texture DefaultTexture;
var int HubStackLevel;
var transient enum ELevelAction
{
    LEVACT_None,
    LEVACT_Loading,
    LEVACT_Saving,
    LEVACT_Connecting,
    LEVACT_Precaching
} LevelAction;

//-----------------------------------------------------------------------------
// Networking.

var enum ENetMode
{
    NM_Standalone,        // Standalone game.
    NM_DedicatedServer,   // Dedicated server, no local client.
    NM_ListenServer,      // Listen server.
    NM_Client             // Client only, no local server.
} NetMode;
var string ComputerName;  // Machine's name according to the OS.
var string EngineVersion; // Engine version.
var string MinNetVersion; // Min engine version that is net compatible.

//-----------------------------------------------------------------------------
// Gameplay rules

var() class<gameinfo> DefaultGameType;
var GameInfo Game;

//-----------------------------------------------------------------------------
// Navigation point and Pawn lists (chained using nextNavigationPoint and nextPawn).

var const NavigationPoint NavigationPointList;
var const Pawn PawnList;

//-----------------------------------------------------------------------------
// Server related.

var string NextURL;
var bool bNextItems;
var float NextSwitchCountdown;

//-----------------------------------------------------------------------------
// Actor Performance Management

var int AIProfile[8]; // TEMP statistics
var float AvgAITime;    //moving average of Actor time

//-----------------------------------------------------------------------------
// Physics control

var() bool bCheckWalkSurfaces; // enable texture-specific physics code for Pawns.

//-----------------------------------------------------------------------------
// Functions.

//
// Return the URL of this level on the local machine.
//
native function string GetLocalURL();

//
// Return the URL of this level, which may possibly
// exist on a remote machine.
//
native function string GetAddressURL();

//
// Jump the server to a new level.
//
event ServerTravel( string URL, bool bItems )
{
    if( NextURL=="" )
    {
        bNextItems          = bItems;
        NextURL             = URL;
        if( Game!=None )
            Game.ProcessServerTravel( URL, bItems );
        else
            NextSwitchCountdown = 0;
    }
}

//-----------------------------------------------------------------------------
// Network replication.

replication
{
    reliable if( Role==ROLE_Authority )
        Pauser, TimeDilation, bNoCheating;
}

defaultproperties
{
     TimeDilation=1.000000
     Title="Untitled"
     bHighDetailMode=True
     CdTrack=255
     Brightness=1.000000
     DefaultTexture=Texture'Engine.DefaultTexture'
     bHiddenEd=True
}

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Class file time: za 22-4-2006 12:48:02.000 - Creation time: za 22-4-2006 12:49:37.500 - Created with UnCodeX