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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 NativeReplication; // Textures. #exec Texture Import File=Textures\DefaultTexture.pcx #exec Texture Import File=Textures\WhiteTexture.pcx #exec Texture Import File=Textures\S_Lightgrey.pcx Name=S_Lightgrey Mips=Off Flags=2 //----------------------------------------------------------------------------- // 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. var levelsummary Summary; var string VisibleGroups; // List of the group names which were checked when the level was last saved //----------------------------------------------------------------------------- // 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 bDropDetail; // frame rate is below DesiredFrameRate, so drop high detail actors var bool bAggressiveLOD; // frame rate is well below DesiredFrameRate, so make LOD more aggressive var bool bStartup; // Starting gameplay. var() bool bHumansOnly; // Only allow "human" player pawns in this level var bool bNoCheating; var bool bAllowFOV; var() bool bSupportsRealCrouching; // Support crouching f.e. through tunnels with half player height var const int EdBuildOpt; // Editor only, last used build options! //----------------------------------------------------------------------------- // Audio properties. var(Audio) music Song; // Default song for level. var(Audio) byte SongSection; // Default song order for level. var(Audio) byte CdTrack; // Default CD track for level. var(Audio) float PlayerDoppler; // Player doppler shift, 0=none, 1=full. var music backup_Song; var byte backup_SongSection; //----------------------------------------------------------------------------- // Miscellaneous information. var private PlayerPawn LocalPlayer; var() float Brightness; var() texture Screenshot; var texture DefaultTexture; var texture WhiteTexture; var Texture TemplateLightTex; // Editor light preview icon. 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 EngineSubVersion; // Engine SubVersion. 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 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. //----------------------------------------------------------------------------- // 227 variables: var SpawnNotify SpawnNotify; // Spawn notification list var() class<FootStepManager> FootprintManager; // Used by "ObjectPool" functions var transient array<Object> ObjList; /* State of a connection. enum EConState { USOC_Invalid = 0 Connection is invalid, possibly uninitialized. USOC_Closed = 1 Connection permanently closed. USOC_Pending = 2 Connection is awaiting connection. USOC_Open = 3 Connection is open. }; */ var DynamicZoneInfo DynamicZonesList; // Defines a list of map dynamic zones. var PlayerPawn ReplicationTarget; // Kick out a net connection from the server. // Returns True if it successfully kicked the client. native(666) final function bool KickConnection( NetConnection Other, optional string Reason /*="Kicked"*/ ); //----------------------------------------------------------------------------- // 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 ) { local GameRules G; if ( Len(NextURL)==0 ) { if ( Game!=None && Game.GameRules!=None ) { for ( G=Game.GameRules; G!=None; G=G.NextRules ) if ( G.bHandleMapEvents && !G.AllowServerTravel(URL,bItems) ) return; } bNextItems = bItems; NextURL = URL; if ( Game!=None ) Game.ProcessServerTravel( URL, bItems ); else NextSwitchCountdown = 0; } } //----------------------------------------------------------------------------- // New U227 functions. /* Very Fast: Return the connection state of given connection (look at "EConState" above for results information). */ static native(1703) final function byte GetConState( NetConnection Other ); /* Very fast: Return the dotted IP-address aswell as port of given connection */ static native(1704) final function string GetConIP( NetConnection Other, out int Port ); /* Very fast: Return the options connecting client has desired (Index?Name=Blabla?Class=Blabla etc..) */ static native(1705) final function string GetConOpts( NetConnection Other ); /* Very fast: Return True if current game has some downloaders */ native(1706) final function bool HasDownloaders(); /* Very fast: Iterate through all connected clients on the server */ native(1707) final iterator function AllConnections( out NetConnection Connect ); /* Very fast: Iterate through all downloaders in the current game and return their progress */ native(1708) final iterator function AllDownloaders( optional out NetConnection Connect, optional out string File, optional out int Sent, optional out int TotalSz ); /* Very fast: Return the point region (zone, iLeaf..) of a desired location */ native(1709) final function PointRegion GetLocZone( vector Pos ); /* Very fast: Find a free object from the list, will return None if not found (Read more: http://wiki.beyondunreal.com/Legacy:Object_Pool). */ native(1710) final function Object AllocateObj( Class<Object> ObjClass ); /* Very fast: Free an Object back into object list (after its been used). */ native(1711) final function FreeObject( Object Obj ); //----------------------------------------------------------------------------- // Network replication. replication { reliable if ( Role==ROLE_Authority ) Pauser, TimeDilation, bNoCheating, bAllowFOV; } function BeginPlay() { // Make a backup of these for resetting. backup_Song = Song; backup_SongSection = SongSection; } // Reset the level function Reset() { Song = backup_Song; SongSection = backup_SongSection; } simulated function PlayerPawn GetLocalPlayerPawn() { local Pawn P; local PlayerPawn PP; if ( NetMode==NM_DedicatedServer ) Return None; else if ( LocalPlayer!=None ) Return LocalPlayer; if ( NetMode==NM_Client ) { ForEach AllActors(Class'PlayerPawn',PP) { if ( PP.Player!=None && NetConnection(PP.Player)==None ) { LocalPlayer = PP; Return PP; } } } else { For( P=PawnList; P!=None; P=P.NextPawn ) { PP = PlayerPawn(P); if ( PP!=None && PP.Player!=None && NetConnection(PP.Player)==None ) { LocalPlayer = PP; Return PP; } } } Return None; } defaultproperties { TimeDilation=1.000000 Title="Untitled" Author="Anonymous" VisibleGroups="None" bHighDetailMode=True EdBuildOpt=149007 CdTrack=255 Brightness=1.000000 DefaultTexture=Texture'Engine.DefaultTexture' WhiteTexture=Texture'Engine.WhiteTexture' TemplateLightTex=Texture'Engine.S_Lightgrey' FootprintManager=Class'Engine.FootStepManager' bWorldGeometry=True bHiddenEd=True } |
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