EDMMut Class Reference

The base mutator class. More...

List of all members.

Public Member Functions

void Killed (Pawn Killer, Pawn Other, Name DamageType)
 A player was killed.
void AddDefaultInventory (Pawn Other)
 Give inventory to a player.
void MutPreLogin (string Options, out string Error)
 Prelogin for a player.
void MutLogin (string Portal, string Options, out string Error, out class< playerpawn > SpawnClass)
 Login for a player.
void MutPostLogin (Playerpawn NewPlayer)
 PostLogin for a player.
void MutLogout (Pawn Player)
 Logout for a player.
bool RestartPlayer (Pawn aPawn)
 Restart a player.
void ModifyPlayer (pawn aPlayer)
 Modify a player.
int ReduceDamage (int Damage, name DamageType, pawn injured, pawn instigatedBy)
 Reduce inflicted damage.
bool MutEndGame (String Reason)
 The game has ended.
bool MutChangeName (Pawn Other, Out String S, bool bNameChange)
 A player is changing their name.
void MutDiscardInventory (Pawn Other)
 Discard a player's inventory.
bool MutPickupQuery (Pawn Other, Inventory item)
 A player wants to pick up an item.
void Mutate (String Cmd, Pawn Other)
 A player has used Mutate.
bool MutChangeTeam (Pawn Other, Int N)
 A player wants to change teams.
void MutPostChangeTeam (Pawn Other, int N)
 A player has changed teams.
bool MutAllowsBroadCast (Actor Broadcaster, int Len)
 Allow/disallow a broadcast.
bool MutPlayerBroadcastMessage (Pawn Other, Out String Message, Out Name N)
 Allow/disallow a player messgae.
EDMMut NextMutIsEDM ()
 Get the next EDMMut.

Public Attributes

bool bHUDMutator
 HUD mutator setting.
String HUDMutateClass
 HUD mutator class.
class< Template_GameTypeInterpreterClass
 Serverside interpreter class.
class< Template_ServerPRIInfoExtraPRIInfoClass
 Serverside information class.


Detailed Description

The base class for all EDM mutators. This mutator class provides much more functionality than the original Unreal mutator. In order to use this, a subclass should be created with the appropriate functions overridden. Don't forget to make Super() calls where necessary. If your mutator uses a HUD mutator, then you must add the HUD mutator's package to Server Packages for it to work online.
See also:
HUDMutator

Member Function Documentation

void Killed ( Pawn  Killer,
Pawn  Other,
Name  DamageType 
)

A player has been killed.

Parameters:
Killer The pawn who did the killing, if any
Other The pawn who died
DamageType The name of the type of damage that caused the death
Remarks:
The killer can be none if Other was killed by the environment, i.e. a lava or slime pit

void AddDefaultInventory ( Pawn  Other  ) 

Give inventory to a player when they spawn.

Parameters:
Other The pawn that is respawning
Remarks:
This is called from the gametype's AddDefaultInventory function

void MutPreLogin ( string  Options,
out string  Error 
)

The prelogin function for when a player connects.

Parameters:
Options The options string for the connecting player
Error A variable that should be set if any error is detected during the player's prelogin
Remarks:
This is called from the gametype's PreLogin function

void MutLogin ( string  Portal,
string  Options,
out string  Error,
out class< playerpawn >  SpawnClass 
)

A player is logging in.

Parameters:
Portal The tag of the teleporter to spawn at, if any
Options The options string of the connecting player
Error A variable that should be set if any error is detected during the player's login
SpawnClass The class that should be used to spawn the player
Remarks:
This is called from the gametype's Login function

void MutPostLogin ( Playerpawn  NewPlayer  ) 

A player has reached the PostLogin point.

Parameters:
NewPlayer The playerpawn that has logged in
Remarks:
This is called from the gametype's PostLogin function

void MutLogout ( Pawn  Player  ) 

A player is logging out.

Parameters:
Player The player that is logging out
Remarks:
This is called from the gametype's Logout function.

bool RestartPlayer ( Pawn  aPawn  ) 

A player is being restarted.

Parameters:
aPawn The pawn that is being restarted
Returns:
True if this player should be allowed to restart, false if not
Remarks:
This is called by the gametype's RestartPlayer function

void ModifyPlayer ( pawn  aPlayer  ) 

Modify a player when they spawn.

Parameters:
aPlayer The player that is spawning
Remarks:
This is called by the gametype's RestartPlayer function

int ReduceDamage ( int  Damage,
name  DamageType,
pawn  injured,
pawn  instigatedBy 
)

Reduce damage that is inflicted on a pawn.

Parameters:
Damage The amount of damage done
DamageType The type of damage done
injured The pawn that is being damaged
instigatedBy The pawn that is inflicting the damage
Returns:
The amount of damage that should be done to injured
Remarks:
instigatedBy can be None if the damage is being inflicted by the environment, i.e. a slime or lava pit

This is called by the gametype's ReduceDamage function

bool MutEndGame ( String  Reason  ) 

Called when the game has ended.

Parameters:
Reason The reason for the game's ending
Returns:
True if the game should be allowed to end, or false if the game should not switch to the next level
Remarks:
If you return false, YOU are responsible for making the level switch eventually.

This is called by the gametype's EndGame function

bool MutChangeName ( Pawn  Other,
Out String  S,
bool  bNameChange 
)

Called when a player wants to change their name.

Parameters:
Other The player that wants to change their name
S The name that they wish to change to
bNameChange Whether this name change was requested by the player. This is true if the player changed their name themselves, and false if the gametype is assigning this name to the player.
Returns:
True if the name change is allowed, false if not.
Remarks:
Because S is an out variable, you can change the value of S and still return true. In such a case, S will be the name given to Other

This is called by the gametype's ChangeName function

void MutDiscardInventory ( Pawn  Other  ) 

This is called right before a dead player's inventory is discarded.

Parameters:
Other The pawn who has died
Remarks:
This is called from the gametype's DiscardInventory function

bool MutPickupQuery ( Pawn  Other,
Inventory  item 
)

This is called when a pawn attempts to pick up an item.

Parameters:
Other The pawn that wants to pick up the item
item The item that Other wants to pick up
Returns:
True if the pawn is allowed to pick up the item, false if not
Remarks:
This is called from the gametype's PickupQuery function

void Mutate ( String  Cmd,
Pawn  Other 
)

This is called when a player uses the Mutate command.

Parameters:
Cmd The command that has been used with Mutate
Other The player that typed the command

bool MutChangeTeam ( Pawn  Other,
Int  N 
)

Called when a player wants to change teams.

Parameters:
Other The player that wants to change teams
N The index of the team the player wishes to change to
Returns:
True if the player is allowed to change teams, and false if not
Remarks:
This is called from the gametype's ChangeTeam function

void MutPostChangeTeam ( Pawn  Other,
int  N 
)

Called after a player successfully changes teams.

Parameters:
Other The player who has changed teams
N The index of the team the player has changed to
Remarks:
This is called from the gametype's ChangeTeam function

bool MutAllowsBroadCast ( Actor  Broadcaster,
int  Len 
)

Called when a player wishes to broadcast a message.

Parameters:
Broadcaster The actor (player) that wishes to broadcast a message
Len The length of the message they wish to broadcast
Returns:
True if the broadcast is allowed, false if not.
Remarks:
This is called from the gametype's AllowsBroadCast function

bool MutPlayerBroadcastMessage ( Pawn  Other,
Out String  Message,
Out Name  N 
)

Called when a player speaks using Say, TeamSay, PS or SpecSay.

Parameters:
Other The player that is speaking
Message The message that they are saying
N The type of message that is being spoken
Returns:
True if they are allowed to broadcast it, and false if not
Remarks:
Because Message and N are out variables, they can be modified and a value of true can be returned. In this case, the modified variables will be used in place of the originals.

EDMMut NextMutIsEDM (  ) 

Used to find the next EDMMut in the chain, if any. This exists to allow the presence of non-EDM mutators in an EDM server's mutator chain.

Returns:
The next EDMMut in the mutator chain, if any. If none are found, then None is returned


Member Data Documentation

Set to true if this mutator has an accompanying HUD mutator.

See also:
HUDMutator

If this mutator has an accompanying HUD mutator, this should be set to the class of that HUD mutator. This setting is a string because it should be possible for the mutator author to make a serverside mutator that does not depend on its clientside mutator.

See also:
HUDMutator

A class that will be responsible for interpreting all replicated playerpawn functions. This setting is intended for very HEAVY mods and will most likely not need to be used.

See also:
Template_GameType

A class that can be used to store additional serverside-only information about a particular player. This can be none if you don't need to store any additional player-specific information.

See also:
Template_ServerPRIInfo


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