1. ilmenwe
  2. UnrealMagicOfDoomOhYeah

Source

UnrealMagicOfDoomOhYeah / UTGame.txt

UTGame/Classes/UTGame.uc
class UTGame extends GameInfo

    			`log("Unable to record game events with"@GameplayEventsWriterClassName);
    	event BeginState(name PreviousStateName)
    	event PostLogin(PlayerController NewPlayer)
    	event Timer()
    	function BeginState(Name PreviousStateName)
    	function BeginState(Name PreviousStateName)
    	function BeginState(Name PreviousStateName)
    	function CheckLives();
    	function EndState(Name NextStateName)
    	function ReduceDamage(out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType, Actor DamageCauser)
    	function ResetLevel()
    	function ResetLevel()
    	function RestartPlayer(Controller aPlayer)
    	function RestartPlayer(Controller aPlayer) {}
    	function ScoreFlag(Controller Scorer, UTCTFFlag theFlag);
    	function ScoreKill(Controller Killer, Controller Other) {}
    	function ScoreKill(Controller Killer, Controller Other);
    	function Timer()
    	function Timer()
    	function Timer()
    	function bool ChangeTeam(Controller Other, int Num, bool bNewTeam)
    	function bool ChangeTeam(Controller Other, int Num, bool bNewTeam)
    	function bool ChangeTeam(Controller Other, int num, bool bNewTeam)
    	function bool CheckScore(PlayerReplicationInfo Scorer);
    	function bool MatchIsInProgress()
    	function bool NeedPlayers()
    event GetSeamlessTravelActorList(bool bToEntry, out array<Actor> ActorList)
    event HandleSeamlessTravelPlayer(out Controller C)
    event InitGame( string Options, out string ErrorMessage )
    event PlayerController Login(string Portal, string Options, const UniqueNetId UniqueId, out string ErrorMessage)
    event PostLogin( playercontroller NewPlayer )
    event PostSeamlessTravel()
    exec function AddBots(int Num)
    exec function KillBots()
    exec function KillOthers()
    exec function KillThis()
    exec function UTBot AddNamedBot(string BotName, optional bool bUseTeamIndex, optional int TeamIndex)
    final native function bool IsPureGame();
    final static native function bool IsLowGoreVersion();
    function ActivateVehicleFactory(UTVehicleFactory VF)
    function Actor GetAutoObjectiveFor(UTPlayerController PC);
    function AddDefaultInventory( pawn PlayerPawn )
    function AddInitialBots()
    function AddMutator(string mutname, optional bool bUserAdded)
    function AdjustSkill(AIController B, PlayerController P, bool bWinner)
    function AssignHoverboard(UTPawn P)
    function BroadcastDeathMessage(Controller Killer, Controller Other, class<DamageType> DamageType)
    function CampaignSkillAdjust(UTBot aBot)
    function ChangeName(Controller Other, string S, bool bNameChange)
    function ContinueSeamlessTravel()
    function DiscardInventory( Pawn Other, optional controller Killer )
    function DriverEnteredVehicle(Vehicle V, Pawn P)
    function DriverLeftVehicle(Vehicle V, Pawn P)
    function EndGame(PlayerReplicationInfo Winner, string Reason )
    function EndLogging(string Reason)
    function EndRound(Actor EndRoundFocus)
    function EndSpree(UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other)
    function FindNewObjectives(UTGameObjective DisabledObjective);
    function InitGameReplicationInfo()
    function InitializeBot(UTBot NewBot, UTTeamInfo BotTeam, const out CharacterInfo BotInfo)
    function KillBot(UTBot B)
    function Killed( Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class<DamageType> damageType )
    function Logout(controller Exiting)
    function NavigationPoint FindPlayerStart(Controller Player, optional byte InTeam, optional string incomingName)
    function NotifyNavigationChanged(NavigationPoint N)
    function NotifySpree(UTPlayerReplicationInfo Other, int num)
    function ObjectiveDisabled( UTGameObjective DisabledObjective );
    function PlayEndOfMatchMessage()
    function PlayRegularEndOfMatchMessage()
    function PlayStartupMessage()
    function PlayerStart ChoosePlayerStart( Controller Player, optional byte InTeam )
    function PostBeginPlay()
    function ProcessServerTravel(string URL, optional bool bAbsolute)
    function ProcessSpeechRecognition(UTPlayerController Speaker, const out array<SpeechRecognizedWord> Words)
    function ReduceDamage(out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType, Actor DamageCauser)
    function RegisterVehicle(UTVehicle V)
    function RemovePlayerFromMuteLists( UTPlayerController PC )
    function Reset()
    function ResetAllPlayerMuteListsToSpectatorChannel()
    function RestartGame()
    function RestartPlayer(Controller aPlayer)
    function ScoreKill(Controller Killer, Controller Other)
    function SetEndGameFocus(PlayerReplicationInfo Winner)
    function SetGameSpeed( Float T )
    function SetupPlayerMuteList( UTPlayerController PC, bool bForceSpectatorChannel )
    function ShowPathTo(PlayerController P, int TeamNum);
    function SkipCinematics(PlayerController PC)
    function StartMatch()
    function UTBot AddBot(optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex)
    function UTBot SinglePlayerAddBot(optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex)
    function UTBot SpawnBot(optional string botName,optional bool bUseTeamIndex, optional int TeamIndex)
    function UTMutator GetBaseUTMutator()
    function UTTeamInfo GetBotTeam(optional int TeamBots,optional bool bUseTeamIndex,optional int TeamIndex)
    function UpdateGameSettings()
    function UpdateGameSettingsCounts()
    function UpdateGameplayMuteList( PlayerController PC )
    function ViewObjective(PlayerController PC)
    function WriteOnlinePlayerScores()
    function bool AllowBecomeActivePlayer(PlayerController P)
    function bool AllowCheats(PlayerController P)
    function bool AllowClientToTeleport(UTPlayerReplicationInfo ClientPRI, Actor DestinationActor)
    function bool AtCapacity(bool bSpectator)
    function bool BecomeSpectator(PlayerController P)
    function bool CanDisableObjective( UTGameObjective GO )
    function bool CanSpectate( PlayerController Viewer, PlayerReplicationInfo ViewTarget )
    function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason)
    function bool CheckMaxLives(PlayerReplicationInfo Scorer)
    function bool CheckScore(PlayerReplicationInfo Scorer)
    function bool DominatingVictory()
    function bool ForceRespawn()
    function bool GetLocationFor(Pawn StatusPawn, out Actor LocationObject, out int MessageIndex, int LocationSpeechOffset)
    function bool GetSinglePlayerResult()
    function bool GetTravelType()
    function bool IsAWinner(PlayerController C)
    function bool IsConsoleDedicatedServer()
    function bool JustStarted(float MaxElapsedTime)
    function bool MatchIsInProgress()
    function bool NeedPlayers()
    function bool SetPause(PlayerController PC, optional delegate<CanUnpause> CanUnpauseDelegate = CanUnpause)
    function bool ShouldRespawn(PickupFactory Other)
    function bool SkipPlaySound()
    function bool TooManyBots(Controller botToRemove)
    function bool WantFastSpawnFor(AIController B)
    function float RatePlayerStart(PlayerStart P, byte Team, Controller Player)
    function float SpawnWait(AIController B)
    function int CalculatedNetSpeed()
    function int GetCurrentMapCycleIndex(const out array<string> MapList)
    function int GetHandicapNeed(Pawn Other)
    function int LevelRecommendedPlayers()
    function string DecodeEvent(name EventType, int TeamNo, string InstigatorName, string AdditionalName, class<object> AdditionalObj)
    function string GetEndGameConditionRule()
    function string GetMapTypeRule()
    function string GetNextMap()
    native function SortPlayerScores(out array<OnlinePlayerScore> PlayerScores);
    static event class<GameInfo> SetGameType(string MapName, string Options, string Portal)
    static function RemoveOption( out string Options, string InKey )
    static function bool AllowMutator( string MutatorClassName )
    static function int OrderToIndex(int Order)
    static function string GetEndOfMatchRules(int InGoalScore, int InTimeLimit)