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- MY CODE: SRGameType.uc
- Some code here that is irrelevant...
- ...
- State MatchInProgress
- {
- function CloseShops()
- {
- local int i;
- local Controller C;
- local Pickup Pickup;
- bTradingDoorsOpen = False;
- for( i=0; i<ShopList.Length; i++ )
- {
- if( ShopList[i].bCurrentlyOpen )
- ShopList[i].CloseShop();
- }
- SelectShop();
- foreach AllActors(class'Pickup', Pickup)
- {
- if ( Pickup.bDropped )
- {
- Pickup.Destroy();
- }
- }
- // Tell all players to stop showing the path to the trader
- for ( C = Level.ControllerList; C != none; C = C.NextController )
- {
- if ( C.Pawn != none && C.Pawn.Health > 0 )
- {
- // Restore pawn collision during trader time
- C.Pawn.bBlockActors = C.Pawn.default.bBlockActors;
- if ( KFPlayerController(C) != none )
- {
- KFPlayerController(C).SetShowPathToTrader(false);
- KFPlayerController(C).ClientForceCollectGarbage();
- if ( WaveNum < FinalWave - 1 )
- {
- // Have Trader tell players that the Shop's Closed
- KFPlayerController(C).ClientLocationalVoiceMessage(C.PlayerReplicationInfo, none, 'TRADER', 6);
- }
- }
- }
- }
- }
- function BeginState()
- {
- Super.BeginState();
- WaveNum = InitialWave;
- InvasionGameReplicationInfo(GameReplicationInfo).WaveNumber = WaveNum;
- // Ten second initial countdown
- WaveCountDown = 10;// Modify this if we want to make it take long for zeds to spawn initially
- SetupPickups();
- }
- function SetupPickups()
- {
- local int NumWeaponPickups, NumAmmoPickups, Random, i, j;
- local int m;
- // Randomize Available Ammo Pickups
- if ( GameDifficulty >= 5.0 ) // Suicidal and Hell on Earth
- {
- NumWeaponPickups = WeaponPickups.Length * 0.25;
- NumAmmoPickups = AmmoPickups.Length * 0.25;
- }
- else if ( GameDifficulty >= 4.0 ) // Hard
- {
- NumWeaponPickups = WeaponPickups.Length * 0.50;
- NumAmmoPickups = AmmoPickups.Length * 0.50;
- }
- else if ( GameDifficulty >= 2.0 ) // Normal
- {
- NumWeaponPickups = WeaponPickups.Length * 0.75;
- NumAmmoPickups = AmmoPickups.Length * 0.75;
- }
- else // Beginner
- {
- NumWeaponPickups = WeaponPickups.Length * 1.00;
- NumAmmoPickups = AmmoPickups.Length * 1.00;
- }
- // Always have at least 1 pickup
- NumWeaponPickups = Max(1, NumWeaponPickups);
- NumAmmoPickups = Max(1, NumAmmoPickups);
- // reset all the of the pickups
- for ( m = 0; m < WeaponPickups.Length ; m++ )
- {
- if(WeaponPickups[m] != None)
- {
- WeaponPickups[m].DisableMe();
- }
- }
- for ( m = 0; m < AmmoPickups.Length ; m++ )
- {
- if( AmmoPickups[m] != None )
- {
- AmmoPickups[m].GotoState('Sleeping', 'Begin');
- }
- }
- // Ramdomly select which pickups to spawn
- for ( i = 0; i < NumWeaponPickups && j < 10000; i++ )
- {
- Random = Rand(WeaponPickups.Length);
- if(WeaponPickups.Length==0) break;
- if ( WeaponPickups[Random]!=None && !WeaponPickups[Random].bIsEnabledNow )
- {
- WeaponPickups[Random].EnableMe();
- }
- else
- {
- i--;
- }
- j++;
- }
- for ( i = 0; i < NumAmmoPickups && j < 10000; i++ )
- {
- Random = Rand(AmmoPickups.Length);
- if(AmmoPickups.Length==0) break;
- if ( AmmoPickups[Random]!=None && AmmoPickups[Random].bSleeping )
- {
- AmmoPickups[Random].GotoState('Pickup');
- }
- else
- {
- i--;
- }
- j++;
- }
- }
- }
- ORIGINAL KFMod.KFGameType
- function SetupPickups()
- {
- local int NumWeaponPickups, NumAmmoPickups, Random, i, j;
- local int m;
- // Randomize Available Ammo Pickups
- if ( GameDifficulty >= 5.0 ) // Suicidal and Hell on Earth
- {
- NumWeaponPickups = WeaponPickups.Length * 0.1;
- NumAmmoPickups = AmmoPickups.Length * 0.1;
- }
- else if ( GameDifficulty >= 4.0 ) // Hard
- {
- NumWeaponPickups = WeaponPickups.Length * 0.2;
- NumAmmoPickups = AmmoPickups.Length * 0.35;
- }
- else if ( GameDifficulty >= 2.0 ) // Normal
- {
- NumWeaponPickups = WeaponPickups.Length * 0.3;
- NumAmmoPickups = AmmoPickups.Length * 0.5;
- }
- else // Beginner
- {
- NumWeaponPickups = WeaponPickups.Length * 0.5;
- NumAmmoPickups = AmmoPickups.Length * 0.65;
- }
- // reset all the of the pickups
- for ( m = 0; m < WeaponPickups.Length ; m++ )
- {
- WeaponPickups[m].DisableMe();
- }
- for ( m = 0; m < AmmoPickups.Length ; m++ )
- {
- AmmoPickups[m].GotoState('Sleeping', 'Begin');
- }
- // Ramdomly select which pickups to spawn
- for ( i = 0; i < NumWeaponPickups && j < 10000; i++ )
- {
- Random = Rand(WeaponPickups.Length);
- if ( !WeaponPickups[Random].bIsEnabledNow )
- {
- WeaponPickups[Random].EnableMe();
- }
- else
- {
- i--;
- }
- j++;
- }
- for ( i = 0; i < NumAmmoPickups && j < 10000; i++ )
- {
- Random = Rand(AmmoPickups.Length);
- if ( AmmoPickups[Random].bSleeping )
- {
- AmmoPickups[Random].GotoState('Pickup');
- }
- else
- {
- i--;
- }
- j++;
- }
- }
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