|
Variables |
int |
AIProfile[8]
TEMP statistics |
string |
Author
Who built it. |
float |
AvgAITime
moving average of Actor time |
float |
Brightness
Time to fade in |
string |
BuildNumber
RUNE: Build number: engine.int |
string |
ComputerName
Machine's name according to the OS. |
int |
Day
Day of month. |
int |
DayOfWeek
Day of week. |
class |
DefaultGameType
RUNE: Build number: engine.int |
Texture |
DefaultTexture
Time to fade in |
enum |
ELevelAction
Time to fade in |
enum |
ENetMode
Time to fade in |
string |
EngineVersion
Engine version. |
float |
FadeRate
Time to fade in |
GameInfo |
Game
RUNE: Build number: engine.int |
string |
GameVersion
RUNE: Game version |
int |
Hour
Hour. |
int |
HubStackLevel
Time to fade in |
string |
IdealPlayerCount
Ideal number of players for this level. I.E.: 6-8 |
string |
LevelEnterText
Message to tell players when they enter. |
string |
LocalizedPkg
Package to look in for localizations. |
int |
Millisecond
Millisecond. |
string |
MinNetVersion
Min engine version that is net compatible. |
int |
Minute
Minute. |
int |
Month
Month. |
NavigationPoint |
NavigationPointList
RUNE: Build number: engine.int |
float |
NextSwitchCountdown
RUNE: Build number: engine.int |
string |
NextURL
RUNE: Build number: engine.int |
string |
Pauser
If paused, name of person pausing the game. |
Pawn |
PawnList
RUNE: Build number: engine.int |
int |
RecommendedEnemies
number of enemy bots recommended (used by rated games) |
int |
RecommendedTeammates
number of friendly bots recommended (used by rated games) |
Texture |
Screenshot
Time to fade in |
int |
Second
Second. |
SpawnNotify |
SpawnNotify
enable texture-specific physics code for Pawns. |
LevelSummary |
Summary
If paused, name of person pausing the game. |
float |
TimeDilation
Normally 1 - scales real time passage. |
float |
TimeSeconds
Time in seconds since level began play. |
string |
Title
Millisecond. |
int |
Year
Year. |
bool |
bAggressiveLOD
frame rate is well below DesiredFrameRate, so make LOD more aggressive |
bool |
bAllowFOV
Only allow "human" player pawns in this level |
bool |
bBegunPlay
Whether gameplay has begun. |
bool |
bCheckWalkSurfaces
enable texture-specific physics code for Pawns. |
bool |
bDropDetail
frame rate is below DesiredFrameRate, so drop high detail actors |
bool |
bFadeIn
Start completely black and fade in |
bool |
bHighDetailMode
Client high-detail mode. |
bool |
bHumansOnly
Only allow "human" player pawns in this level |
bool |
bLonePlayer
No multiplayer coordination, i.e. for entranceways. |
bool |
bNeverPrecache
Time to fade in |
bool |
bNextItems
RUNE: Build number: engine.int |
bool |
bNoCheating
Only allow "human" player pawns in this level |
bool |
bPlayersOnly
Only update players. |
bool |
bStartup
Starting gameplay. |
|
Function Summary |
simulated |
Debug(Canvas canvas, int mode) |
string |
GetAddressURL()
//
// Return the URL of this level, which may possibly
// exist on a remote machine.
//
|
string |
GetLocalURL()
//
// Return the URL of this level on the local machine.
//
|
EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
|
simulated |
PreBeginPlay()
// RUNE: CD Audio restart functionality
|
Source Code
00001 //=============================================================================
00002 // LevelInfo contains information about the current level. There should
00003 // be one per level and it should be actor 0. UnrealEd creates each level's
00004 // LevelInfo automatically so you should never have to place one
00005 // manually.
00006 //
00007 // The ZoneInfo properties in the LevelInfo are used to define
00008 // the properties of all zones which don't themselves have ZoneInfo.
00009 //=============================================================================
00010 class LevelInfo extends ZoneInfo
00011 native;
00012 // nativereplication;
00013
00014 // Textures.
00015 #exec Texture Import File=Textures\DefaultTexture.pcx
00016
00017 //-----------------------------------------------------------------------------
00018 // Level time.
00019
00020 // Time passage.
00021 var() float TimeDilation; // Normally 1 - scales real time passage.
00022
00023 // Current time.
00024 var float TimeSeconds; // Time in seconds since level began play.
00025 var transient int Year; // Year.
00026 var transient int Month; // Month.
00027 var transient int Day; // Day of month.
00028 var transient int DayOfWeek; // Day of week.
00029 var transient int Hour; // Hour.
00030 var transient int Minute; // Minute.
00031 var transient int Second; // Second.
00032 var transient int Millisecond; // Millisecond.
00033
00034 //-----------------------------------------------------------------------------
00035 // Text info about level.
00036
00037 var() localized string Title;
00038 var() string Author; // Who built it.
00039 var() localized string IdealPlayerCount;// Ideal number of players for this level. I.E.: 6-8
00040 var() int RecommendedEnemies; // number of enemy bots recommended (used by rated games)
00041 var() int RecommendedTeammates; // number of friendly bots recommended (used by rated games)
00042 var() localized string LevelEnterText; // Message to tell players when they enter.
00043 var() string LocalizedPkg; // Package to look in for localizations.
00044 var string Pauser; // If paused, name of person pausing the game.
00045 var levelsummary Summary;
00046
00047 //-----------------------------------------------------------------------------
00048 // Flags affecting the level.
00049
00050 var() bool bLonePlayer; // No multiplayer coordination, i.e. for entranceways.
00051 var bool bBegunPlay; // Whether gameplay has begun.
00052 var bool bPlayersOnly; // Only update players.
00053 var bool bHighDetailMode; // Client high-detail mode.
00054 var bool bDropDetail; // frame rate is below DesiredFrameRate, so drop high detail actors
00055 var bool bAggressiveLOD; // frame rate is well below DesiredFrameRate, so make LOD more aggressive
00056 var bool bStartup; // Starting gameplay.
00057 var() bool bHumansOnly; // Only allow "human" player pawns in this level
00058 var bool bNoCheating;
00059 var bool bAllowFOV;
00060 var() bool bFadeIn; // Start completely black and fade in
00061 var() float FadeRate; // Time to fade in
00062
00063 //-----------------------------------------------------------------------------
00064 // Audio properties.
00065
00066 var(Audio) const music Song; // Default song for level.
00067 var(Audio) const byte SongSection; // Default song order for level.
00068 var(Audio) const byte CdTrack; // Default CD track for level.
00069 var(Audio) const float CdTrackLength; // RUNE: Length before the CD Track should repeat (0 = NoRepeat)
00070 var(Audio) float PlayerDoppler; // Player doppler shift, 0=none, 1=full.
00071
00072 //-----------------------------------------------------------------------------
00073 // Miscellaneous information.
00074
00075 var() float Brightness;
00076 var() texture Screenshot;
00077 var texture DefaultTexture;
00078 var int HubStackLevel;
00079 var transient enum ELevelAction
00080 {
00081 LEVACT_None,
00082 LEVACT_Loading,
00083 LEVACT_Saving,
00084 LEVACT_Connecting,
00085 LEVACT_Precaching
00086 } LevelAction;
00087
00088 //-----------------------------------------------------------------------------
00089 // Renderer Management.
00090 var() bool bNeverPrecache;
00091
00092 //-----------------------------------------------------------------------------
00093 // Networking.
00094
00095 var enum ENetMode
00096 {
00097 NM_Standalone, // Standalone game.
00098 NM_DedicatedServer, // Dedicated server, no local client.
00099 NM_ListenServer, // Listen server.
00100 NM_Client // Client only, no local server.
00101 } NetMode;
00102 var string ComputerName; // Machine's name according to the OS.
00103 var string EngineVersion; // Engine version.
00104 var string MinNetVersion; // Min engine version that is net compatible.
00105 var string GameVersion; // RUNE: Game version
00106 var localized string BuildNumber; // RUNE: Build number: engine.int
00107
00108 //-----------------------------------------------------------------------------
00109 // Gameplay rules
00110
00111 var() class<gameinfo> DefaultGameType;
00112 var GameInfo Game;
00113
00114 //-----------------------------------------------------------------------------
00115 // Navigation point and Pawn lists (chained using nextNavigationPoint and nextPawn).
00116
00117 var const NavigationPoint NavigationPointList;
00118 var const Pawn PawnList;
00119
00120 //-----------------------------------------------------------------------------
00121 // Server related.
00122
00123 var string NextURL;
00124 var bool bNextItems;
00125 var float NextSwitchCountdown;
00126
00127 //-----------------------------------------------------------------------------
00128 // Actor Performance Management
00129
00130 var int AIProfile[8]; // TEMP statistics
00131 var float AvgAITime; //moving average of Actor time
00132
00133 //-----------------------------------------------------------------------------
00134 // Physics control
00135
00136 var() bool bCheckWalkSurfaces; // enable texture-specific physics code for Pawns.
00137
00138 //-----------------------------------------------------------------------------
00139 // Spawn notification list
00140 var SpawnNotify SpawnNotify;
00141
00142 //-----------------------------------------------------------------------------
00143 // Functions.
00144
00145 //
00146 // Return the URL of this level on the local machine.
00147 //
00148 native simulated function string GetLocalURL();
00149
00150 //
00151 // Return the URL of this level, which may possibly
00152 // exist on a remote machine.
00153 //
00154 native simulated function string GetAddressURL();
00155
00156 //
00157 // Jump the server to a new level.
00158 //
00159 event ServerTravel( string URL, bool bItems )
00160 {
00161 if( NextURL=="" )
00162 {
00163 bNextItems = bItems;
00164 NextURL = URL;
00165 if( Game!=None )
00166 Game.ProcessServerTravel( URL, bItems );
00167 else
00168 NextSwitchCountdown = 0;
00169 }
00170 }
00171
00172 //============================================================
00173 //
00174 // MatterForJoint
00175 //
00176 // Returns what kind of material joint is associated with
00177 //============================================================
00178 function EMatterType MatterForJoint(int joint)
00179 {
00180 return MATTER_STONE;
00181 }
00182
00183 // RUNE: CD Audio restart functionality
00184 simulated function PreBeginPlay()
00185 {
00186 Super.PreBeginPlay();
00187
00188 // Restart CD music every <blah> minutes (right now, 10 seconds)
00189 if(CdTrack != 255)
00190 {
00191 Spawn(class'CDThinker');
00192 }
00193 }
00194
00195 //-----------------------------------------------------------------------------
00196 // Network replication.
00197
00198 replication
00199 {
00200 reliable if( Role==ROLE_Authority )
00201 Pauser, TimeDilation, bNoCheating, bAllowFOV;
00202 }
00203
00204 simulated function Debug(Canvas canvas, int mode)
00205 {
00206 Super.Debug(canvas, mode);
00207
00208 Canvas.DrawText("LevelInfo:");
00209 Canvas.CurY -= 8;
00210 Canvas.DrawText(" Game: " $ Game);
00211 Canvas.CurY -= 8;
00212 Canvas.DrawText(" bLonePlayer: " $ bLonePlayer);
00213 Canvas.CurY -= 8;
00214 Canvas.DrawText(" bBegunPlay: " $ bBegunPlay);
00215 Canvas.CurY -= 8;
00216 Canvas.DrawText(" bPlayersOnly: " $ bPlayersOnly);
00217 Canvas.CurY -= 8;
00218 Canvas.DrawText(" bHighDetailMode: " $ bHighDetailMode);
00219 Canvas.CurY -= 8;
00220 Canvas.DrawText(" bDropDetail: " $ bDropDetail);
00221 Canvas.CurY -= 8;
00222 Canvas.DrawText(" bAggressiveLOD: " $ bAggressiveLOD);
00223 Canvas.CurY -= 8;
00224 Canvas.DrawText(" bStartup: " $ bStartup);
00225 Canvas.CurY -= 8;
00226 Canvas.DrawText(" bHumansOnly: " $ bHumansOnly);
00227 Canvas.CurY -= 8;
00228 Canvas.DrawText(" bNoCheating: " $ bNoCheating);
00229 Canvas.CurY -= 8;
00230 Canvas.DrawText(" bAllowFOV: " $ bAllowFOV);
00231 Canvas.CurY -= 8;
00232 Canvas.DrawText(" DefaultGameType: " $ DefaultGameType);
00233 Canvas.CurY -= 8;
00234 Canvas.DrawText(" NavPointList: " $ NavigationPointList);
00235 Canvas.CurY -= 8;
00236 Canvas.DrawText(" PawnList: " $ PawnList);
00237 Canvas.CurY -= 8;
00238 Canvas.DrawText(" NextURL: " $ NextURL);
00239 Canvas.CurY -= 8;
00240 Canvas.DrawText(" bNextItems: " $ bNextItems);
00241 Canvas.CurY -= 8;
00242 Canvas.DrawText(" NextSwitchCountdown: " $ NextSwitchCountdown);
00243
00244 }
00245
00246 defaultproperties
00247 {
00248 TimeDilation=1.000000
00249 Title="Untitled"
00250 bHighDetailMode=True
00251 FadeRate=1.000000
00252 CdTrack=255
00253 Brightness=1.000000
00254 DefaultTexture=Texture'Engine.DefaultTexture'
00255 bHiddenEd=True
00256 bSweepable=True
00257 }
|
End Source Code