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INI File  |  2004-09-18  |  475KB  |  7,281 lines

  1. [Setup]
  2. Product=Spectral Tandem
  3. Language=int
  4. Version=1
  5. Archive=SpectralTandem.ut4mod
  6. SrcPath=.
  7. MasterPath=..
  8. MasterPathUnrealGameContent=..
  9. Requires=UT2004Requirement
  10. Group=SetupGroup
  11. Group=Spectral Tandem
  12.  
  13. [UT2004Requirement]
  14. Product=UT2004
  15. Version=3186
  16.  
  17. [SetupGroup]
  18. Copy=(Src=System\Manifest.ini,Master=System\Manifest.ini,Size=641,Flags=3)
  19. Copy=(Src=System\Manifest.int,Master=System\Manifest.int,Size=532,Flags=3)
  20. File=(Src=System\STReadme.html,Size=755)
  21.  
  22. [Spectral Tandem]
  23. AddIni=System\UT2004.ini,Engine.GameEngine.ServerPackages=SpectralTandem
  24. File=(Src=System\SpectralTandem.ucl,Size=565)
  25. File=(Src=System\SpectralTandem.int,Size=396)
  26. File=(Src=System\SpectralTandem.u,Size=304611)
  27. File=(Src=Sounds\STSounds.uax,Size=166024)
  28. File=(Src=System\STReadme.html,Size=755)
  29.  
  30. [Setup]
  31. LocalProduct=Spectral Tandem
  32. ReadMe=System\STReadme.html
  33. SetupWindowTitle=Spectral Tandem
  34. AutoplayWindowTitle=Spectral Tandem
  35. ProductURL=http://members.shaw.ca/SpectralTandem
  36. VersionURL=http://members.shaw.ca/SpectralTandem
  37. Developer=Carson Knittig
  38. DeveloperURL=http://members.shaw.ca/SpectralTandem/credits.html
  39.  
  40. [UT2004Requirement]
  41. LocalProduct=UT2004
  42. ProductURL=http://www.unrealtournament2004.com/
  43. VersionURL=http://unreal.epicgames.com/
  44. Developer=Epic Games, Inc.
  45. DeveloperURL=http://www.epicgames.com/
  46. <p><b>Spectral Tandem CTF Gametype</b><br>
  47. Developed by Carson Knittig</p>
  48. <p>Spectral Tandem is a variant of the original Capture the Flag game type.</p>
  49. <p><b>Class Based<br>
  50. </b>1) Players are asked to choose a class upon entering the game and each time
  51. they respawn.<br>
  52. 2) Each class has its own abilities and armament.  To see details, view the
  53. manual <a href="http://members.shaw.ca/SpectralTandem">here</a>. </p>
  54. <p><b>Manual Flag Return</b><br>
  55. To increase the strategy involved in stopping enemy captures, as well as
  56. simplify captures when enemy defense is extremely strong, the flag must be
  57. returned by the defending team when the offender drops it.  No player may
  58. carry both flags at the same time.</p>
  59. <p> </p>
  60. Game=(ClassName=SpectralTandem.SpectralTandemCTFGame,GameName=SpectralTandem.SpectralTandemCTFGame.GameName,TeamGame=1,GameAcronym=CTF,MapPrefix=CTF,Screenshot=UT2004Thumbnails.CTFShots,MapListClassName=XInterface.MapListCaptureTheFlag,Description=SpectralTandem.SpectralTandemCTFGame.Description,FallbackName="SpectralTandemCTFGame",FallbackDesc="Team coordination is crucial in this class based variation of capture the flag.  Your team must score flag captures, but if the enemy drops your flag, it must be carried back to your base before your team can score.")[SpectralTandemCTFGame]
  61. GameName="Spectral Tandem CTF"
  62. Description="Team coordination is crucial in this class based variation of capture the flag.  Your team must score flag captures, but if the enemy drops your flag, it must be carried back to your base before your team can score."
  63.  
  64. [Public]
  65. Object=(Class=class,MetaClass=Xinterface.GUIUserKeyBinding,Name=SpectralTandem.STUserKeyBinding)┴â*₧l@Tj^╚ÅEΣèWr▒ÅJAÑfì╠₧ú¢ÄTlNoneCoreSpectralTandemEngineSystem GetTeamNumWinTop
  66. WinHeight    WinWidthWinLeft    XWeaponsUserSTSelectClassPage UnrealGameSetLinkColor TakeDamageFireModeClassTimer LightColorKarma    Lighting    Movement
  67. CollisionForce SetContentColorbScaleToParent GiveWeapon
  68. SetLinkToCreateRosterEntrySTKeybindPage CountStringCaption
  69. OnslaughtVector ConsumeAmmoGetClassIDFromNameReceiveLocalizedMessagebVisibleWhenEmpty    SetIndexBegin UpdateHintAlreadyExistsEntryConsoleCommandAvailableRecordPostBeginPlay bNeverFocus
  70. FontScale    TeamLink__OnCreateComponent__Delegate GetCallSignXGame
  71. AdjustAimInternalOnCreateComponent HurtRadiusUT2k4AssaultFindPathToObjectiveTeam BeginStateGetSTLargeExploder    ItemNamebBoundToParentExplode    Position
  72. CharDelayImage    EOLDelaySTKamikazeLauncher SendMessage IsLinkableAdd    bTabStop
  73. TextAlignDyingGetMessageIndexTickButtonClickedOther PlayOpening
  74. DrawScaleOpening    SendHome GetAIRatingInternalOnKeyEventReadyToPickupAliasClientOpenMenu StartMoving StopFiringBotDesireabilityRotatorGetCurrentKeyBindGetSmallerFontFor    KeyLabelBlowUpCanHeal    ActivateGetShortOrderStringFor    DrawType ListChange    SetClassPutDownRemoveExistingKey ReplaceWith
  75. GetStringGetLocationNamedropped__OnKeyEvent__Delegate BoundErrorReachedDestination HealDamage
  76. DrawColorAddAmmo
  77. StackModeTouchAwakeBroadcastLocalizedMessagePlayIdleClosedAddItem
  78. bIsUnique XInterface
  79. StyleNameAddClassToList
  80. GameEventAddPrecacheStaticMeshbFadeMessagePosYDoRangedAttackOn DamageTypeSetRouteToGoalTryToInterceptWeight FightEnemy    FireRate ValidTouchHealth ImageStyleMyDamageType__OnClick__DelegatePutOnOffenseSetAttractionState    AIRating GetViewAxes GiveHealth
  81. UTClassic HasCustomerUpdatePrecacheStaticMeshesRenderWeightPutOnFreelance bIsSection
  82. TextColorMessageSwitchToBestWeapon Description
  83. SetGender
  84. ShakeView ImageColor MaleSuicideFemaleSuicide DeathStringMaxAmmo AmmoAmountProjectileClass
  85. GetNewKey PrevWeapon NextWeaponMeshCreateRosterEntryCharacter StaticMeshCollisionHeightVisibleToEnemiesOfGoPickupFlagScoreGameObjectScanRotationNeedsRepairsCheckVehicle TakeLegShotCollisionRadiusFindHidePathFor
  86. IsLegShotFindSuperPickupOpenSTTimeBombProjectileSuperPickupAvailable    Messagesflag
  87. CountDownSetupHoldGameObjectHasAmmo NEEDBACKUP    CheckFitbDelayedDamageGetHealablePlayerSetInvisibilityOrdersForFlagReturnerServerReStartPlayerTurnOff SetBotClass__OnChange__Delegate PickupSoundSTRosterEntryGetTeamClassesInitBindingsbAllowedAsLastSpawnProjectileOrdersForFlagCarrier GetNamedBotBindLocalizedKeyNamesGetRandomPlayerbNoTeamBeacon DrawBindingBindsIsHomeListOnKeyEventHeldProcessTouch    SearchUp SearchDownAutoTurretControllerClassRemoveAllOccurance
  88. AddNewKeyRawKeyMyOnAdjustTopbIsSectionLabelbRenderWorldGetFireStart
  89. IsSection
  90. DamageMinInitSTBotRotationRateAnnouncePickup GetFireModeSetHint
  91. DamageMax EyePositionModifyPlayer LoadPlayersGetAimTarget TeamAITypeInternalOnDblClick
  92. BeginPlaybAdrenalineEnabledPlayerReplicationInfoClassClientPlaySound bKeyVehicleTeamNum
  93. AmmoClassDefaultWeaponClassNamePickupMessageTeamProjectileClassesPutOnDefenseSTProxGrenadeProjAddShieldStrength
  94. GetOrdersAnimEnd AddCustomerDefend SetRedColor
  95. myHasAmmoCurrentRating HasUDamage
  96. CloseMenuDetourWeight    Disabled    BestMode
  97. LoseEnemyFellOutOfWorld
  98. HealthMax LostContactAwakeSentinelSkinsGetScanDelay    ModeTickBotNearObjectiveGetClassNameFromID SightRadiusFireWanderOrCamp    STLocker
  99. CheckPainSpeedGenderChange    IsInPainGetPlayerAimGetSmallFontForAdjustLinkDamage
  100. IsSniping StartFiring    FontSizeSameTeamTouchInitComponent
  101. SetHolderGetClassNameMessageClassDesiredRotation ValidHolderSwapBindKeyNames
  102. STLinkGunSTTurretKillerFriendlyName
  103. STMutatorbBounceTransientSoundRadiusSTTurretCeilingPlayerControllerClassNameMutatorClass    GameName GetFontSizeSTTurretControllerDamageRadiusHaveHalfFontSTTurretWeapon    STPlayerBotRefireRateSTTurretFireControllerClassSTHeavyMinigunAltFireSTTurretLaserLogout    STTeamAI    STTurretSetPlayerDefaults
  104. STSquadAISTAmmoPackPickupSTPlayerReplicationInfoClientReceiveDoFireEffectBlueMineClassRedMineClassDetectionTimer    MaxMinesRespawnEffect RespawnTimeSpawnExplodeFX DrawScale3DDoAutoSwitch
  105. OutOfAmmoBotFireAttachmentClass
  106. CanAttackPriorityObjectiveFocusOnLeader
  107. ChargeBar DisplayFOV
  108. bCanThrowSetPawnClassSTTurretLaserRedIdleAnimRate PutDownAnimSTSniperFireInitialAmountSetTwistLook BobDampingCheckReplacementInventoryGroup    LifeSpan SoundRadiusTransientSoundVolumebFixedRotationDirMaxDesireabilitySetupProjectileSTSniperAttachment SetRespawnBottomPadding TopPadding LeftPadding    SleepingRightPaddingWeaponPickupManageComponentSTSniperRifleInternalPreDrawbDetonatesGoopbCauseConvulsionsDamageOverlayMaterialDamageOverlayTime
  109. AllowFireLineOfSightToFindGoodViewSTDiseaseInfoCalcDrawOffsetBringUpKeyDatabNetTemporaryAddToBindings STBlueFlagNetUpdateFrequency
  110. MyListBox    Incoming__OnPreDraw__Delegate SameTeamAsBkColorFooterSectionLabelMargin
  111. StartFire    IsFiringShakeOffsetRateShakeOffsetTimeShakeRotRateShakeRotTimeEffectIsRelevantCleanOutSavedMoves UnPossessedEndZoomClear bProjTarget STMineLayerHasMouseMovedPhysics WeaponClass GroupOffsetPlayerViewOffsetPlayerViewPivot DrawNetInfoIconMaterial IconCoordsStopForceFeedback    DrawTeamRestartPlayerSTHeavyMinigunSpectralTandemCTFGamePossessDeadClientPlayForceFeedback IsRelevantGetHumanReadableName
  112. GameEndedHeader SelectSound SelectForcebShowChargingBarResetSTPawnEffectOffsetSTHeavyMinigunFire STBioRifle STDMRoster
  113. STRedFlag STRedeemer STLinkFire PickupForceSTTeamRosterbAcceptsInputSTProxGrenadeFireSTSeekingRocketProjSTRocketLauncherSTLegShotMessageSTKamikazeCountdownMessageSTKamikazeInfoSTTimeBombDamType
  114. STBioGlobLabelsMomentumTransferSTBioChargedFireSTHealGunFire
  115. STHealGunSTHeavyMinigunAmmo AmmoPerFire ShakeRotMagShakeOffsetMag KeyBindingSTScoreBoardSTUserKeyBindingX1Y1GetTextX2Y2STDiseaseDamtypeSTDiseaseMessage
  116. STBioFireSTDiseaseGlobSTMineThrowFireIntBoxSTMineProjectileBlueSTMineProjectileRedTriggerEvent PawnToucher AmmoChargeFExplosionEffectClassThirdPersonEffectsMinigunSoundVolume StartCrouchPostNetBeginPlay
  117. EndCrouchAllowDetourToAcceptPlayInfoPropertySTBombFearSpotSTHealGunDamTypeSTRespawnMessageLockerStringLockerPickup AdjustSpeedSTHeavyMinigunDamageTypeAmmoChargeRateAmmoChargeMaxLockAimLockRequiredTimeHeadShotDamageMult FiringSoundScoreBoardTypeDefaultPlayerClassNameSTTurretKillerFire ProjectileDoTraceSetGoopLevelSTDamTypeLinkShaft STTurretPodSTProxGrenadeLauncherTournamentHealthSTProxGrenadeAltFire HealthPackAdrenalinePickupResetPhysicsBasedAnimrfootlfootPickupPlayerControllerrthighlthighLoadResources speedfactorLegshotStringLegshotVictimStringDamageDiseaseVictimMessageGetLinkVehicle SoundVolume!DiseaseVictimMessageNoInstigatorGetWaitForTargetTime ValidEnemyDiseaseInstigatorMessageFluidSurfaceInfoIsTargetRelevant TotalGlobsTimeBetweenGlobs ForceScale ForceRadius
  118. ForceTypeBaseSpeedFactorClassAbility1ClassAbility2
  119. Searching    PrePivotPawnDefaultEnemyRosterClassLegShotlcalfGetOrderStringForb_Spawn NEEDOURFLAGENEMYFLAGCARRIERHERE    LightHue    b_ConfigPrecacheRosterForl_TextWeaponCenteredRecommendLongRangedAttack    HudColorbAllowWeaponThrowingMatchInProgressl_TitleCenteredRollCenteredOffsetYFlagNearBaseSmallViewOffsetl_NotesCustomCrossHairColorCustomCrosshairCustomCrossHairTextureName
  120. cb_Gender sb_Classes
  121. UpdateHUDServerSpectateBecomeSpectatorNearHomeBase lb_Classes
  122. i_FrameBGNearEnemyBasei_FrameDescriptioni_FrameBottomlb_ClassDesclb_ClassSpeciallb_ClassArmamentlb_ClassArmorlb_ClassSpeedInitBot%SetDelayedDamageInstigatorController RelevantToPlayRewardAnnouncement GOTYOURBACKUnderPlayedCaptionNotifyLocalPlayerDeadTranslauncherFillToInitialAmmoCheckForHeadShotEffectiveCaptionOverPlayedCaption IsHeadShotClassDescArray
  123. SpawnWaitClassSpecialArray    BindingsHintPreBeginPlayDeathOverlayMaterialAddTransientCosts
  124. bReadOnlybAllowVehicles
  125. SquadType
  126. SeePlayerAttackLandedHitWall
  127. DestroyedClassArmamentArrayClassArmorArrayClassSpeedArray
  128. IsOnSquad LoginNotes    Gameplay i_KeyList1 i_KeyList2FindNewEnemyFor i_KeyList3FindInventoryGoall_ConfigAction
  129. SetLeaderl_ConfigKey1l_ConfigKey2b_Closetb_KeybindWarningFriendlyTowardCautiousAdvanceCheckSquadObjectivesWarningMessage NeedWeaponrcalf DoStakeOutLargerFontThanAllowTranslocationBy    TeamGameDestroyableObjectiveUnrealTeamInfo DeathMatch RosterEntryGameObjective BaseVisibleRewardAnnouncerAdditionalScaleRecAlternateFallbackSoundPackage    BaseDist
  130. FocusLead    HurtWallSmoothViewYaw RecordIndexLastDetourWeightUnrealPlayerCTFBaseWeaponDamageTypeLastPickupTimeLastWeaponPickupTimeSmoothViewPitch UnrealPawnInstigatorController
  131. OldHolder FlagHolder CombatStyleAggressivenessbRequireRawJoystickbotname
  132. EnemyTeam GameObjBoneBaseExitTimeBaseAggressivenessOwner
  133. bDeleteMeCurYCurXClipXCurrentOrdersSquad
  134. bNetDirtyTeamPlayerReplicationInfoPickupMessagePlusSquadAITeamAICTFFlag GameObjectCTFGame CTFSquadAI
  135. CTFTeamAIUnrealMPGameInfoRoster RosterNamesbNoRecursion SquadLeaderSquadObjective    NewEnemyOLastSeeFlagCarrierBombFriendlyFlag
  136. EnemyFlag    bSeeFlagFlagCarrierTarget FlagCarrier
  137. TimerRate    FlagTypebInitLifeMessagebReachedGatherPointbPursuingFlag AcquireTime    AccuracyStrafingAbilityTacticsFavoriteWeapon GoalStringLastRespawnTime GatherTime SeenPlayer
  138. enemyDistbHeldHolder
  139. HolderPRI
  140. TakenTime InstigatorReactionTime
  141. ScoreBoxAInterfaceContent bHurtEntry
  142. bAnimLoop    AnimRateSimAnim
  143. bSelected eKillZType
  144. JumpinessMasterDelta    BoneNamelocray
  145. DeltaTimeBioGlob
  146. HitNormal    HidePath
  147. MyTeamNumBestDNewDGeneric PlayerCountEnemyTeamNum    KillTypeXGameShadersLightningHitPlayerShadersLinkHitRedFlagShader_FBlueFlagShader_F BorderBoxD
  148. ButtonBob SpeciesTypexUtil HitLocationPlayerRecord    MomentumStartDirEndRelatedPRI_1RelatedPRI_2xWeaponAttachmentxPawnOptionalObjectxBotDamageAmountVictimsdistShieldStrengthMaxFindPlayerRecordSpeciesxRedFlagBase    xRedFlagxPlayerReplicationInfoxPlayer    xCTFGamexBlueFlagBase
  149. xBlueFlag
  150. ShockAmmo xTeamRoster
  151. xDMRosterGRI    XGame_rc    FlagMeshWeaponSoundsMiscWeaponStaticMeshYL
  152. E_Pickups    BombBall    FullBomb DefaultNameSexPlayerRecords    charNamePREffectbHeavy    bLoadNow    OldIndex bRapidFirebAltRapidFire InitialDir PlrProfileprIdxxreRagdollRagdollOverrideXL MenuStringPickupSoundsWeaponLockerredeemer_explosionsound CTFShadersXGameShaders2004GUIPage HUDContentIonCorePlayerSpawnEffectRedeemerExplosionLinkslsMinigunRocketLauncher    BioRifleLinkGuntranslocator_change
  153. FlakShell RocketProjLinkAmmoPickupP
  154. LinkColor MinigunFirePropertyName    LinkFire    DistanceGUIControllerBioChargedFire TraceRange
  155. LinkScaleinstigatedBy BeamSoundsKeyShieldAltFireScore
  156. bTeamGameBeamEffectClass BaseMutatorPRIDamageTypeHeadShotIndexResult ShieldFireSeekingRocketProj RocketAmmo    RedeemerbInitAimErrorLinkFlexibility MinigunAmmoMinigunAltFireLinkBeamEffectLinkAttachment    LinkAmmoHitScanBlockingVolume    FlakAmmoDamTypeRedeemerDamTypeMinigunBulletDamTypeLinkShaftBioFireBioAmmo InstantFireUTAmmoPickupLinkBreakDelay LocalPlayeraPlayerLinking LeaderPawn StartTrace
  157. EndEffect SeekTarget
  158. bLockedOn bBreakLockRocketSeekingRocketGlob    ForceDirSeekingVelMagGunarcEnd    GoopLoadUpTime LockedPawnLinkBreakTimebDoHit bStartFireDesiredAimErrorCurrentAimError    EndTrace bShouldStopAdjustedDamageLB LinkedPawnbHitSomethingPCPawnClassNameExitingLockerWeaponNewWeapons2004NewWeaponSoundsNewWeaponStaticWeaponLockerMLinkedVehicleHealObjective PlayerPawnInv ViewTargetSenderbSuperRelevant
  159. TeamIndex    HomeBase LinkVolumeFX_WeaponLockerTeams TeamSymbols    PRIArrayNewTranslauncher_1stPT
  160. CustomersbIsHealingObjectiveSentLinkVolumeNextTouchTimeWeaponsLocker_01bSentinelProtectedHeadShotPawn
  161. FlagStateHasFlagGUIComponentGUI
  162. GUIStyles
  163. GUIButtonGUISectionBackground    GUIImage GUIComboBox    GUILabel GUIListBaseGUIListGUIScrollTextBox GUIListBoxCharacterName bOutOfLivesbBotBestbPressedJump TimeSecondsPauserNetModeGameNavigationPointListControllerListVictim RelatedPRI1 RelatedPRI2
  164. bIsFiring ThisModeNum
  165. LineCount bIsCrouchedbCanPickupInventorybAmbientCreature FlashCountPeripheralVisionAnchorCopy
  166. ItemCountBotPendingWeaponOnClickSound
  167. ViewPitch
  168. bFinishedScoreBoardDeathMatchbDoTorsoTwistbLeaderFiringbForceSwitch
  169. SwimAnims    AirAnimsIdleCrouchAnimIdleWeaponAnim    FireModeShieldStrengthbAmountNeededIsMaxlookFThirdPersonActorHeightAdjustSkill
  170. OldWeapon HealAmountHealMaxMenu FiringModedthandnextNavigationPointbValidBehindCamera TeamColorsTeamBoxMaterialSelectedImageSelectedBKColorbBlockCloseCamera bFreeCamera bJumpStatusScoreBoardTeamDeathMatchOutTextbFrozen__OnDblClick__Delegate    FlagIcon
  171. EditSound ClickSound ActivePageMouseXNewKey__OnNeedRawKeyPress__Delegate SymbolVSize SymbolUSize OrdersTextScoreYL
  172. IconScaleNameY
  173. MenuState
  174. ScoreYPos    MainFontScoreBackScaleBoundsClientBounds bBehindViewbHaveHalfFont    BoxWidthMyControllerMyOwnerBoxXPos
  175. ScoreXPos OwnerOffsetBoxTextOffsetY    NameXPos
  176. BoxSpaceYPlayerBoxSizeYNetXPos    OwnerPosFontReductionHeaderOffsetY PathWeightbSetNextKeyPress    NewIndex NewSubIndexrow
  177. HackIndexTempInt    TempStrA    TempStrBLocalizedKeyNamebindw1 InBindAreacindex    SubIndex markedItemTBItemsPerPage
  178. bHotTrack__OnDrawItem__Delegate__OnAdjustTop__Delegate    ElementsKeyConfigBK1KeyConfigBK2KeyConfigBK3KeyConfigAliasLabelKeyConfigAliasLabel2KeyConfigAliasLabel3bListInitialisedMaxWait MaxNamePosbNameFontReductionaPawnGUIUserKeyBindingbSectionLabelAt
  179. RouteDist RouteCache LongestNameLongestNameLength ReducedFontLastSeenTimeEnemyFocus FocalPoint MoveTargetnextController    2K4Menus    LastLineoXL    bPendingoYLAimFloatingImageUT2K4GUIPageAcquisitionYawRateInLatentExecutionSetDrawColor CameraDist DesiredFOV NewControls
  180. Display95    DrawIconClassicSniperFireClassicSniperRifleSniperWallHitEffectClassicSniperAttachmentClassicSniperAmmo
  181. FireStartTracerProjectile    ASTurret
  182. ASVehicleListSetPosFX_Laser_BlueASVehicle_Sentinel_FloorASVehicle_Sentinel_CeilingASVehicle_SentinelASTurret_BaseTurret TurretBaseTurretSwivelAS_Weapons_SMLaserDrawTileStretchedbOnlyDrawIfAttached    aimerrorAccelerationDamageScalingload
  183. EyeHeightBaseEyeHeight AirControlOpenCloseSoundWeapon_SentinelPROJ_Sentinel_LaserASSentinelControllerFM_Sentinel_FireFX_PlasmaImpact
  184. FX_ImpactFloorTurretStaticEditorCeilingTurretEditorFloorTurretSwivelONSMineProjectileONSGrenadeProjectileONSMineLayerONSMineThrowFireONSMineProjectileREDONSMineProjectileBLUE ONSMineAmmoONSGrenadeLauncherONSGrenadeFireONSGrenadeAmmoONSAVRiLFire    ONSAVRiLJumpZ LadderSpeed    AirSpeed WaterSpeed    GrenadesCurrentGrenades GroundSpeed Visibility WhiteColor    RedColor
  185. CyanColor
  186. BlueColor
  187. GoldColor    MaxSpeed DamageAttenmRegenAnimRep
  188. OtherTeam    HudClassLocalMessage PlayerNameGetClosestBoneSetAnimFrame    DrawText    FovAnglebActive DefaultPens ScoreBoardTrailbWorldGeometrybCollideWorldBeamSizeAIbHiddenNItemLModekHTopStepWallBaseTargetKeyName ScriptTextABCXjiYtZSWClockwiseFrom_IntIntR    Location    Rotation    Velocity ReturnValueVDynamicLoadObjectScale    xEmitterWeapon WeaponFireAmbientSound
  189. LevelInfo    GameInfoInventorySpotHUDPlayerReplicationInfoGameReplicationInfo PlayerClassGenderDistanceFromHome PC_VANGUARDPC_SPECIALIST
  190. PC_RANGERPC_SHARPSHOOTERPC_JUGGERNAUT PC_RAVAGERPC_BIOLOGIST MAX_CLASSESAmmo
  191. NewGender
  192. InventoryNewPlayerClass Ammunition TeamClassesAIControllerIntendedClassLeftoverClassesbFoundMinima Controller    TeamInfoWeaponAttachmentRespawnCountDown AvoidMarkerMutatorNavigationPointAnnouncerVoice    ViewportCanvasChanneliSplatterCountFontBaseGUIControllerEnemyInstigatorControllerRandomRotationSelfDestructor
  193. OwnerPawnInteractionMasterLevel    bTripped bShotInLegDisease    KamikazeShader FinalBlendEmitter
  194. modelname EnableFirePlayer    startVecSkeletalMeshCurrentProjectiletoFlagHealablePlayerbKamikazeActivatedenemyFlagBaseLastDisplayedCount turretCopyPreviousLocation    STSoundsVehicleHeavyMinigunFire STGunShotsBitmapMaterial    VertMeshInfoActor InteractionStyle
  195. ClassNameVSizeUSizeYawRollPitchSoundTextureInitialStateRoleEventClassPackagePreviousSelectionConstSwitch TextBufferObjectEnum    FunctionStateClassIDStruct    XEffectsOverPlayedCountUnderPlayedCountbEffectiveClassFound StrPropertyStructPropertyArrayPropertyClassPropertyDelegatePropertyNamePropertyObjectPropertyi_FrameFloatPropertyBoolProperty IntPropertyBytePropertybHomeMessageWindowFrameBackground TitleLabelClassBackgroundClassListBox ClassArmor ClassSpeedClassArmamentClassSpecialClassDescriptionClassDescBackground NotesLabel SpawnButtonConfigButtonSelectGenderLabelSelectGenderBottomBackgroundSTKeyConfigList CloseButtonKeybindWarning∞ozH &é-ⁿÜ9:╟9:$û9:╟9:$G└          2I6á∞▓ò⌠UI6áI6á▒╔J╕Æ▒╔J╕ÆI6áI6áI6áI6á▒╔J╕Æ▒╔J╕ÆI6áI6á3èVÇÅ╙{{
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  200. èJS0╤sz    ÇäOÇäb í}ÇÅQ    @─┬┬p k D        Ç          2
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  203. è[$»CYëMHrÇíä|ëSÇdíníÇI Típt
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  227. yè ifmgoIu}zF~jMD    OE    |G    EH    KI    eJ    dK    bL    SM    _S    ] RecommendedX    ]
  228. EffectiveY    = Overplayed[    iÅjQuicker than all others, the vanguard excels at stealing the enemy flag and heading up offensive strikes.iAble to set up an automated defence turret and a mine field, the specialist is a strong defensive force.SA ranger is an elite soldier, skilled with traps and effective in close-quarters combat.  Being well-rounded makes them very formidable in battle.uWith the eye of an eagle, the sharpshooter searches for prey from long range, and has the weaponry to succeed.  It is usually very difficult to spot a sharpshooter from a distance.\Armed with a devastatingly powerful minigun, the juggernaut is a force to be reckoned with.~Programmed to demolish the enemy defence systems, the ravager is armed with high explosives and the ability to self destruct.KHaving the ability to heal teammates and bring disease to the enemy ranks, the biologist is the strongest support class in the tournament.]    YaSpecial: Turret Launcher#Special: Auto-Invis When CrouchingSpecial: Kamikaze, Time Bombk    i#Weapons: Flak Cannon, TranslocatorWeapons: Electrogun:Weapons: Rocket Launcher, Shock Rifle, Proximity Grenades$Weapons: Sniper Rifle, Translocator%Weapons: Heavy Minigun, Spider Mines Weapons: Minigun, Turret Killer#Weapons: Contagion Rifle, Heal Gunl    YuArmor: Medium-LightArmor: MediumArmor: HeavyArmor: LightArmor: Very HeavyArmor: HeavyArmor: Very Lightm    Yf Speed: FastSpeed: NormalSpeed: NormalSpeed: Normal Speed: SlowSpeed: NormalSpeed: Normalo    ]vtImportant: if you haven't done so already, please configure the special ability keys using the config button below.b╙M╙$ÜÖ>    $ÜÖ>$333?$333?MÇ⌐N@AÇëz@zí-ÇW vÇëGÇuÇë`ÇäÇô╥╠T ~        Ç          2X\Ea╠╖φB
  229. èy╙z└    {$fff?±q LC        Ç          2Yα57╤±òF╙▌è]Explosion Imminent!!!▌ You will explode in 2 seconds!▌ You will explode in 3 seconds!▌ You will explode in 4 seconds!▌ You will explode in 5 seconds!x╙~╙p*  r$@?c"CÇíßf
  230. A        "Ç          [èùßσ^┬ç≤ñ)√ç≤ñ)√ç≤ñ)√ç≤ñ)√ä█╧ì#ç≤ñ)√░π&╬░π&╬#╙«Oª#╙«Oª░π&╬ç≤ñ)√░π&╬#╙«Oªç≤ñ)√#╙«Oªç≤ñ)√7èaU?^@x£jvF        Ç          2Ad▀,£τB┼ëü{%>ëü{%>I6áëü{%>ä█╧ì#ëü{%>ëü{%>ä█╧ì#ëü{%>ä█╧ì#û⌠·i|ëü{%>#kä#kä#kä#käëü{%>ëü{%>ëü{%>ëü{%>I6áëü{%>ä█╧ì#ëü{%>ä█╧ì#ëü{%>MΓh░±ëü{%>ëü{%>ëü{%>ëü{%>I6áëü{%>I6áëü{%>ä█╧ì#▄¡╢Ä▄¡╢Äëü{%>▄¡╢ÄÑ╘▀'ëü{%>ä█╧ì#ëü{%>ä█╧ì#û⌠·i|ëü{%>ëü{%>▄¡╢Äëü{%>ëü{%>ä█╧ì#ëü{%>ä█╧ì#û⌠·i|ëü{%>ëü{%>▄¡╢Äëü{%>ëü{%>I6áëü{%>I6áëü{%>#käëü{%>#käëü{%>ëü{%>I6áëü{%>É°±ùëü{%>É°±ùëü{%>ëü{%>É°±ù⌠ñn╙ëü{%>ëü{%>É°±ùëü{%>É°±ùÆ$éëü{%>Æ$éÑ╘▀'ëü{%>ëü{%>ëü{%>Æ$éëü{%>ä█╧ì#Æ$éç≤ñ)√ëü{%>ä█╧ì#Æ$éç≤ñ)√Æ$éÆ$éÆ$é┐╫╕èïëü{%>ëü{%>ëü{%>ä█╧ì#ëü{%>ä█╧ì#É°±ùëü{%>ëü{%>ëü{%>ñ┌▄0Iñ┌▄0Iëü{%>ëü{%>ëü{%>ëü{%>ëü{%>Æ$éÆ$éëü{%>ëü{%>Æ$éñ┌▄0IÆ$éÆ$éΦ7ß>Æ$éÆ$éÆ$é┐╫╕èïëü{%>ëü{%>ëü{%>Æ$éÆ$éÆ$éëü{%>ëü{%>ñ┌▄0Iëü{%>ëü{%>Æ$éÆ$éÆ$é┐╫╕èïëü{%>ëü{%>ëü{%>Æ$éÆ$éÆ$éëü{%>Æ$éëü{%>Æ$éΦ7ß>ñ┌▄0Iëü{%>Æ$éÆ$éëü{%>Æ$éÆ$éëü{%>ëü{%>ëü{%>Æ$éÆ$éÆ$éΦ7ß>ëü{%>Æ$éêe*┼Æ$é┐╫╕èïëü{%>ëü{%>ä█╧ì#êe*┼ëü{%>ëü{%>êe*┼Æ$éêe*┼Æ$éëü{%>ëü{%>Æ$éëü{%>ëü{%>ëü{%>ëü{%>ëü{%>êe*┼êe*┼êe*┼êe*┼êe*┼êe*┼êe*┼êe*┼êe*┼ëü{%>ëü{%>êe*┼ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>Æ$é┐╫╕èïëü{%>ëü{%>êe*┼ëü{%>ä█╧ì#êe*┼ä█╧ì#êe*┼ä█╧ì#ëü{%>ä█╧ì#êe*┼ä█╧ì#êe*┼Æ$éêe*┼Æ$éëü{%>ëü{%>ëü{%>ëü{%>ëü{%>Æ$éëü{%>ä█╧ì#ëü{%>ñ┌▄0Iëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>Æ$éÆ$éΦ7ß>ëü{%>ä█╧ì#Ñ╘▀'≈╕ît╩ëü{%>ä█╧ì#ëü{%>ä█╧ì#ëü{%>ä█╧ì#ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ä█╧ì#ëü{%>ëü{%>ëü{%>Æ$éëü{%>ëü{%>Æ$éëü{%>Æ$éÆ$éÆ$é┐╫╕èïëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ä█╧ì#Æ$éÆ$éΦ7ß>Æ$éëü{%>ëü{%>Æ$éëü{%>Æ$éëü{%>ëü{%>Æ$éÆ$éΦ7ß>ëü{%>ä█╧ì#Ñ╘▀'≈╕ît╩ëü{%>ä█╧ì#ëü{%>ä█╧ì#ëü{%>ä█╧ì#ëü{%>ëü{%>ëü{%>ëü{%>ëü{%>ä█╧ì#ëü{%>ëü{%>ëü{%>Æ$éëü{%>ëü{%>Æ$éëü{%>ëü{%>ä█╧ì#Æ$éΦ7ß>Æ$éΦ7ß>ñ┌▄0I┬ê=Z?Æ$éÆ$éÆ$éÆ$é┐╫╕èïÆ$éÆ$éÑ╘▀'ñ┌▄0I⌠ñn╙⌠ñn╙⌠ñn╙⌠ñn╙╔ç╠{⌡╔ç╠{⌡═φ╕║g╔ç╠{⌡═φ╕║gëü{%>╔ç╠{⌡╔ç╠{⌡═φ╕║g╔ç╠{⌡═φ╕║g╔ç╠{⌡╔ç╠{⌡═φ╕║gëü{%>╔ç╠{⌡╔ç╠{⌡═φ╕║g╔ç╠{⌡═φ╕║gëü{%>⌠ñn╙ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#É°±ùä█╧ì#ä█╧ì#É°±ùä█╧ì#è▄erhf@s*Çä╩Bn
  231. @        +Ç          n@Φb╩P.╠tç≤ñ)√
  232. è_
  233. ÇRK
  234. ÇäDy▄díeíy√ä@╣@╣ëSnvçlíFíA    ÇDÇíH    ÇçJ    Ç«L@Z}╫E@XG@VHhDX@\[ÉÇw    DZ    @Y        Ç          2P9πDZòF╙▌É°±ùÉ°±ùèQ] infected you with a disease!T]You are infected!W]#" became infected by your disease!x╙~╙p*  r$@?çA
  235. Ga╥C
  236. X        Ç          3S┼W9╥╧═ßpè`]@?%o succumbed to the pain and suffering caused by %k's disease._]%o died from her own disease.^]%o died from his own disease.x╙A╙a    ≈U    @─ ╪T    @─ ╪U    @─ ╪V    @─ ╪[@^GÇmÉ@P
  237. ÇäN    @─ ┴oÇävÇûÇë±≥bC        Ç          2cö▄ª╬≥√=║ñèe    dÇÑ─u
  238. q        Ç          3ei0æF─¢nü
  239. è]G`],+%o was ripped apart by %k's heavy minigun._])(%o turned the heavy minigun on herself.^])(%o turned the heavy minigun on himself.Ç/Çí@╣_Çë┬x
  240. L        Ç          2j∞?Öσ┬úâ}I
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  244. è|_|ò[F$├⌡¿>╩G±x RB        Ç          2VTτ·=±òF╙▌⌐╕ò_╜⌐╕ò_╜Φ_ ╜.⌐╕ò_╜èN]
  245. Leg Shot!O]You were shot in the leg!x╙~╙p*  r$@?XΣ[XÇ@YY@FPτSs
  246. m        Ç          ]√YXτ,<4ñ┌▄0I╙ôsí╙ôsí╙ôsíQ3èⁿ^_a                  ,^√¥l╬ⁿcVΦû⌠·i|û⌠·i|ä█╧ì#û⌠·i|û⌠·i|ä█╧ì#ä█╧ì#û⌠·i|û⌠·i|û⌠·i|û⌠·i|û⌠·i|ñ┌▄0Iä█╧ì#û⌠·i|ä█╧ì#ç≤ñ)√▄¡╢Ää█╧ì#ä█╧ì#ç≤ñ)√#käç≤ñ)√ä█╧ì##kää█╧ì#êe*┼#kää█╧ì#ä█╧ì#⌐╕ò_╜ä█╧ì#êe*┼#kä#kä⌐╕ò_╜#käêe*┼#käç≤ñ)√û⌠·i|√Θ╝»Q
  247. èv$Ç@e"Pl"P[bD ^        "Ç          _2╨┴²[èù√ÿ∞╘
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  249. j    @─╪mÇ@rÇ@k    @─┴ÆGL E+û9:╟9:$GB╗Ç          &o╚î∩Æ$éêe*┼É°±ù┐╫╕èï┐╫╕èï┐╫╕èï┐╫╕èï┐╫╕èï┐╫╕èï┐╫╕èï┐╫╕èï┐╫╕èï┐╫╕èïΦ7ß>Φ7ß>ñ┌▄0I┬ê=Z?Ñ╘▀'ñ┌▄0I┬ê=Z?Ñ╘▀'┐╫╕èïñ┌▄0IδY╪c╬╥ílJñ┌▄0IδY╪c╬╥ílJ┐╫╕èï┐╫╕èïä█╧ì#ä█╧ì#É°±ùä█╧ì#┐╫╕èïΦ7ß>Φ7ß>èxlég┌P$fff?QY ²h E        Ç          2pò~²S²Ö1'iè`]0/%o decided to wait around for %k's light show._]21%o forgot to run away after setting a time bomb.^]21%o forgot to run away after setting a time bomb.A╙k@GBÇtÇuÇävÇíwÇíÇô╥ê╢╚J                  yW« A╚áú╕e!
  250. ècrpíê╢Ç╤╟H ZI                  }▓╣A╢╟6$ÄPû⌠·i|oƒNccoƒNccoƒNccû⌠·i|û⌠·i|
  251. ècoE@j íBÇCÇäDÇíEÇíÇô╥@íΓvg        └          6Gµ√¼sΓAΩê⌐
  252. è vòC=]Heavy MinigunÇ╤ïp VJ                  ~I═Efï*─`└ç≤ñ)√ç≤ñ)√ä█╧ì#ä█╧ì##kää█╧ì##käç≤ñ)√ç≤ñ)√░π&╬ä█╧ì#ä█╧ì#Ö±┐VÖ±┐VÖ±┐VÖ±┐Vä█╧ì#Ö±┐VÖ±┐Vä█╧ì#û⌠·i|┤∩A    ┤∩A    ┤∩A    ┤∩A    ä█╧ì#Ö±┐Vä█╧ì#ëü{%>₧└≤┼`ëü{%>₧└≤┼`êe*┼ëü{%>₧└≤┼`êe*┼ëü{%>₧└≤┼`êe*┼ä█╧ì#ëü{%>₧└≤┼`êe*┼ä█╧ì#û⌠·i|Ä¿Kiëü{%>₧└≤┼`êe*┼ä█╧ì#û⌠·i|ëü{%>₧└≤┼`êe*┼ä█╧ì#ëü{%>₧└≤┼`êe*┼ëü{%>ëü{%>₧└≤┼`êe*┼ëü{%>ëü{%>₧└≤┼`êe*┼ëü{%>ëü{%>ç≤ñ)√ëü{%>ç≤ñ)√ëü{%>ëü{%>₧└≤┼`êe*┼ëü{%>ëü{%>₧└≤┼`êe*┼ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#êe*┼ä█╧ì#êe*┼ä█╧ì#êe*┼ç≤ñ)√ä█╧ì#û⌠·i|┤∩A    ä█╧ì#Ö±┐VÖ±┐Vä█╧ì#É°±ùç≤ñ)√ä█╧ì#É°±ù▒╔J╕Æä█╧ì#É°±ùä█╧ì#É°±ù▒╔J╕ÆÖ±┐V╦·tMÖ±┐V╦·tMÖ±┐VÖ±┐V╦·tMÖ±┐V╦·tMç≤ñ)√┤∩A    ä█╧ì#ç≤ñ)√ñ┌▄0IδY╪cä█╧ì#ä█╧ì#É°±ùä█╧ì#É°±ùç≤ñ)√╨ç(╜╕ä█╧ì#╨ç(╜╕ä█╧ì#Ö±┐Vç≤ñ)√ä█╧ì#┤∩A    Ö±┐Vä█╧ì#ä█╧ì#▄¡╢Ää█╧ì#Ö±┐Vä█╧ì#Ö±┐VÖ±┐Vëü{%>û⌠·i|Ö±┐Vä█╧ì#É°±ùç≤ñ)√ä█╧ì#É°±ù▒╔J╕Æ┤∩A    ä█╧ì#É°±ù▒╔J╕ÆÖ±┐Vä█╧ì#É°±ùä█╧ì#É°±ù▒╔J╕ÆÖ±┐V╦·tMÖ±┐V╦·tM┤∩A    Ö±┐VÖ±┐VÖ±┐V╦·tMÖ±┐V╦·tM┤∩A    Ö±┐Vä█╧ì#┤∩A    ä█╧ì#┤∩A    ┤∩A    ┤∩A    
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  254. èAXÄu pB                   N░╤I]Ä¿KimÑ╜ ¬mÑ╜ ¬mÑ╜ ¬╔²}2²mÑ╜ ¬╔²}2²mÑ╜ ¬mÑ╜ ¬mÑ╜ ¬èF$Ç?}$UÇ╨xwVÇíÖLV    m        └          6R╨╟W╪Ö±┐Vä█╧ì#ëü{%>ëü{%>I6áëü{%>ëü{%>É°±ù▒╔J╕Æëü{%>É°±ù▒╔J╕Æ╘¡σD¢ëü{%>ä█╧ì#ëü{%>ä█╧ì#ëü{%>ä█╧ì#ëü{%>ëü{%>ä█╧ì#ä█╧ì#ëü{%>
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  322. ╪K▀G▐yè Guq    Mr    Nt    Ov    Px    Qy    Rz    x{    KK*d╚o][L]] Perform this action M$ AGY5Activate Class Ability 1Activate Class Ability 2    ]åDWarning: Please ensure you assign keys that are not in use already. Keys you choose will be unassigned from their previous setting.^    YàaS^]Activate Class Ability 1V]ClassAbility1U    l    Q    aS^]Activate Class Ability 2V]ClassAbility2U    l    Q    b╙M╙$Ç>    $ÜÖ>$333?Ç    @─ ßA$
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  336. {z-t GUclass STProxGrenadeProj extends ONSGrenadeProjectile;
  337.  
  338. var()   float   DetectionTimer; // check target every this many seconds
  339.  
  340.  
  341. simulated function PostBeginPlay()
  342. {
  343.     Super.PostBeginPlay();
  344.  
  345.     SetTimer(DetectionTimer, True);
  346.     Timer();
  347. }
  348.  
  349. simulated function Timer()
  350. {
  351.     local Pawn A;
  352.  
  353.     foreach VisibleCollidingActors(class'Pawn', A, 175.0)
  354.     {
  355.         if ( A != Instigator && A.Health > 0 && A.GetTeamNum() != Team )
  356.         {
  357.             Explode(Location, vect(0,0,1));
  358.         }
  359.     }
  360. }
  361.  
  362. simulated function HitWall( vector HitNormal, actor Wall )
  363. {
  364.     if (Vehicle(Wall) != None)
  365.     {
  366.         Touch(Wall);
  367.         return;
  368.     }
  369.  
  370.     SetPhysics(PHYS_None);
  371.     if ( Trail != None )
  372.         Trail.mRegen = false; // stop the emitter from regenerating
  373. }
  374.  
  375. function TakeDamage(int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType)
  376. {
  377.     if (Damage > 0)
  378.         Explode(HitLocation, vect(0,0,0));
  379. }
  380.  
  381. Ç°|@    SKvPQ.ëá¥*rQ*Φ/áaA |zD┌┘ééwá| `|Qb|┘ääw|I*|-W)éû|┌,}ù|┌%0└?10+éw.⌐Q├╚*$wQ├╚ÿ*ÜÖÖ?½Φ⌠.ä═≤└? GQÇjÇi//-----------------------------------------------------------
  382. //
  383. //-----------------------------------------------------------
  384. class STBombFearSpot extends AvoidMarker;
  385.  
  386. const PC_SPECIALIST = 2;
  387.  
  388. function bool RelevantTo(Pawn P)
  389. {
  390.     if( AIController(P.Controller) != None && P.Controller.PlayerReplicationInfo == None &&
  391.         STPlayerReplicationInfo(P.Controller.PlayerReplicationInfo) != none &&
  392.         STPlayerReplicationInfo(P.Controller.PlayerReplicationInfo).PlayerClass == PC_SPECIALIST )
  393.         return false;
  394.  
  395.     return super.RelevantTo(P);
  396. }
  397.  
  398. ▀D    Kiδ    ΣZ.ëá¥'rZ*$véw.Z⌠*/Ü.Z⌠á$ìrZ╠*$~ß╪Z╠ ùá ù▐▒~.ï&σ⌡$$ G~Ç╞I    AY,j.ëá¥&rj*(qw.⌐j├╚*Lj├╚ÿ╖l.dj├ Bj╖wl*-A'Ll⌡rL*Lj├╚ÿ⌡rL*(7éü-A1ärL▌*üL▌O('░█99j├╚ πΓ╪á ùL ùfff?╫á ùá m'░ß╪L ù.ï&σ⌡~avwL ù''r~Lj■~'( G┘B    v
  399. k         Ç          
  400. F    A╒ó÷┘╧Tºqä█╧ì#ä█╧ì#êe*┼ä█╧ì#êe*┼ä█╧ì#êe*┼I6áè·BN    ╓╟-█'S.ëá¥=ééééééwS*▒S÷«9?,½9?,├
  401. ░├ÜÖ?rS⌠S╠I▒ß╪S╠ ùSÿ ù«9?╨½9?╨├&░»╛²S⌠═╠╠>&▒»╛²S█
  402. Ç?-█'╓S╠ñé-█    w╓*}a n BD}┌╓¢wS*-█(╓*}─Fa ╫ BDF GÇ÷C`╬A<éw.C*&Üá.C'( GFÇ¡C//-----------------------------------------------------------
  403. // The only reason this is here is because only the link gun can diffuse bombs
  404. //-----------------------------------------------------------
  405. class STHealGunDamType extends DamTypeLinkShaft;
  406.  
  407. M//-----------------------------------------------------------
  408. //
  409. //-----------------------------------------------------------
  410. class STRespawnMessage extends LocalMessage;
  411.  
  412. var    localized string CountString[5];
  413.  
  414. static function string GetString(
  415.     optional int Switch,
  416.     optional PlayerReplicationInfo RelatedPRI_1,
  417.     optional PlayerReplicationInfo RelatedPRI_2,
  418.     optional Object OptionalObject
  419.     )
  420. {
  421.     return Default.CountString[Min(Switch,4)];
  422. }
  423.  
  424. u//-----------------------------------------------------------
  425. //
  426. //-----------------------------------------------------------
  427. class STMineProjectileRed extends ONSMineProjectileRED;
  428.  
  429. function TakeDamage(int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType)
  430. {
  431.     if (Damage > 0)
  432.         Explode(HitLocation, vect(0,0,0));
  433. }
  434.  
  435.  7╙N    P    SáK.ëá¥@ärK*rK╠*Φûéw.K╠»**Ü.K╠» ,═╠╠=╙ GKÇGÇ╚
  436. S    q' GÇ╘    U    WW wá*óá┌, GÇ°[    Q    SUφG.ëá¥πwG*πrr*πéw.Gƒ* r.Gƒ*πG(b.╘Gƒ╕√X╪.╘Gƒ╕√ ùGÿ ùπé░ßX9?─    ░║6ΓX9?X6≥T6⌡T6ΓTGÿµ«░ßX9?εra D ╫Gÿ ùTG ππra D ╫Gÿ ùT9PX° G°
  437. JX    S │f%.ëá¥*r%*Φ╓é≥-J(;%1b.≥%├╒∞╒╓░ß╪.≥%├╒∞╒ ùá ù9?ε╓éw%╠*3░ß╪%╠ ùá ù9?Φ╓w.á*-J'.áDáa y.áD_á.áDI·%9D»9?º,¼%÷@.áDa$éw.%ƒ* r.%ƒZ*/a0 ╘e#"we.╘%ƒ╕√%bew╪e ù%ÿ ùé░ßw9?·╝9D»9?x½%÷9?,d░║6Γw9?Éa M ╫%ÿ ù#HB% π#10>r%╠*Φ]r.▄%╠* A G%Çw//-----------------------------------------------------------
  438. //
  439. //-----------------------------------------------------------
  440. class STMineProjectileBlue extends ONSMineProjectileBLUE;
  441.  
  442. function TakeDamage(int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType)
  443. {
  444.     if (Damage > 0)
  445.         Explode(HitLocation, vect(0,0,0));
  446. }
  447.  
  448. |Ç▀rZ    K 9M|.ëá¥'r|*$Cw.M|⌠*$▀ G▀:6oIFwÿ*6╫    ÿ ∩$ÿFÿVÿ* G┼^    \    n>εG          µ
  449. e    b+│Qn∩╫ÿ ù╒9?Φ99┌aR!( (  G        @σ
  450. `f    J.+éY`Öÿ┌,╚t Gv//-----------------------------------------------------------
  451. //
  452. //-----------------------------------------------------------
  453. class STMineThrowFire extends ONSMineThrowFire;
  454.  
  455. Nb    ~w' GÇε    a    d    S"h-hΦS.ëá¥9rS*Φ_S1b.≥S├╒∞╒_░ß╪.≥S├╒∞╒ ùá ù9?ε_éwS╠*3░ß╪S╠ ùá ù9?Φ-h'a á á ù"_á ùΦ GSÇΘn    _    rÜæÿΓÇ┐ƒ╚9?,
  456. :Öÿ┌,╚tn∩╫ÿ ù╒9?Φ99┌a«@½9?,├!( (  G        Ç├
  457. c    g    U=±( Gh    Çi    ÉÇ╤    f    k    NC8>3éw÷*÷~áΘ÷f( Gl    ÇÇ╒j    \AK°~p≥-h(╕N9?    u!LI&hw.⌐á¥*.⌐á¥% YI-h'╒\ G▄v    ]i╩$▄]÷ A╩ G∙m    NLZÖGÜ9:╟9:$(│Ngv!L ╕N½NKá│Ng¥wá*v!La á á ù"_á ù■■▒½N9?,9?IÑI■w.⌐á¥*.⌐á¥% YID│Ngv!L N⌠«»N9?9DN½NKg GÇ╥    o    SüÆ  G╓
  458. q    s    Zà┴ »N9?9DN GÇ■
  459. tIíΣ═éwt*rt»∩*oéw.t*$░t▄.t╬¼σO═éwt▌*@░9?t▌b%½9?t▌a%ÜÖÖ>σ½¼σOÅ┬⌡< Gm//-----------------------------------------------------------
  460. //
  461. //-----------------------------------------------------------
  462. class STDiseaseGlob extends STBioGlob;
  463.  
  464. Φ
  465. @
  466. p    U
  467. ÿ    @ GDz
  468. t    rZ╔╓╞éwr*rr»∩*héw.r*$░r▄.r╬σ╞éwr▌*@░9?r▌b%½9?r▌a%ÜÖÖ>σ½σÅ┬⌡< Gg//-----------------------------------------------------------
  469. //
  470. //-----------------------------------------------------------
  471. class STBioFire extends BioFire;
  472.  
  473. ÇΩ
  474. x    O$} a ÷ Gσ{    }    HYy
  475. G!          ▄
  476. [s3╙G[i.ä[nr.ä[±┌wr*├w.ûr*@.ûr├w%@δΩ*─û%@δΩ┼,@q&%·@-qæ%@δΩ┼,%├w%@δΩ&@δΩ├w&@δΩ*ìû&@δΩ┼,@q&&├@-qæ&@δΩ┼,&rr±=w.[*.ä[!9D¼.[╬9?,
  477.  GÇJ//-----------------------------------------------------------
  478. //
  479. //-----------------------------------------------------------
  480. class STDiseaseMessage extends LocalMessage;
  481.  
  482. var(Message) localized string DiseaseVictimMessage;
  483. var(Message) localized string DiseaseVictimMessageNoInstigator;
  484. var(Message) localized string DiseaseInstigatorMessage;
  485.  
  486. static function string GetString(
  487.     optional int Switch,
  488.     optional PlayerReplicationInfo RelatedPRI_1,
  489.     optional PlayerReplicationInfo RelatedPRI_2,
  490.     optional Object OptionalObject
  491.     )
  492. {
  493.     switch (Switch)
  494.     {
  495.         case 0:
  496.             if (RelatedPRI_1 == None)
  497.                 return "";
  498.  
  499.             return RelatedPRI_1.playername$Default.DiseaseInstigatorMessage;
  500.             break;
  501.         case 1:
  502.             if (RelatedPRI_1 == None)
  503.                 return Default.DiseaseVictimMessageNoInstigator;
  504.  
  505.             return RelatedPRI_1.playername$Default.DiseaseVictimMessage;
  506.             break;
  507.     }
  508.  
  509.     return "";
  510. }
  511.  
  512. τ
  513. ~    R]    @ GVY├E
  514. Q:¥-a(9&5░.ƒ79?α.Ñ9[░.ƒ79?°*Ñ9ü░.ƒ79?'Ñ9º░.ƒ79?(#Ñ9═░.ƒ79?LÑ9≤░.ƒ79?pÑ9░.ƒ79?áÑ9`éwÿ*(ärÿ¥rÿ¥*ÿ¥*W▄▄╦■ÿ*╠*-≤'-ⁿ(-┴(-┬'-√(-∙(∞w.τ∩*/a9 çQδQT    10~aÇ?'dkDamageU G|//-----------------------------------------------------------
  515. //
  516. //-----------------------------------------------------------
  517. class STDiseaseDamtype extends DamageType
  518.     abstract;
  519.  
  520. É┬
  521. F
  522. D
  523. Wâí îü-a (ƒ-╥A    ë[-▌Yä▓┘▒┘Ç?-▌( oWSpectralTandem.STSelectClassPage G└f╦    ½Fù9%<éÜ9:╟9:$
  524. ÿ9,% kô9&ª9¿ÖÜ9%ÅÜ9:╟9:$oWSpectralTandem.STSelectClassPageª9¿v!-a' GF╬//-----------------------------------------------------------
  525. //
  526. //-----------------------------------------------------------
  527. class STKeybindPage extends UT2K4GUIPage;
  528.  
  529. var automated GUIListBox    MyListbox;
  530. var automated GUIImage        i_KeyList1;
  531. var automated GUIImage        i_KeyList2;
  532. var automated GUIImage        i_KeyList3;
  533. var automated GUILabel        l_ConfigAction;
  534. var automated GUILabel        l_ConfigKey1;
  535. var automated GUILabel        l_ConfigKey2;
  536. var automated FloatingImage    i_Frame;
  537. var automated GUIButton        b_Close;
  538. var automated GUIScrollTextBox tb_KeybindWarning;
  539.  
  540. var Color       BkColor;
  541. var int row, HackIndex; // Hacky Hacky ripped off from Tab_ControlSettings
  542. var int  NewIndex, NewSubIndex;
  543. var bool bSetNextKeyPress;
  544. var localized string Header,Footer;
  545. var float SectionLabelMargin;
  546. var localized array<string>  Labels;        // fixed-length array for localization.  accesses clamped to [0,74]
  547. var bool bListInitialised;
  548. var string WarningMessage;
  549.  
  550. struct KeyBinding
  551. {
  552.     var             bool            bIsSectionLabel;
  553.     var localized   string          KeyLabel;
  554.     var             string          Alias;
  555.     var             array<int>      Binds;
  556.     var             array<string>   BindKeyNames;
  557.     var             array<string>   BindLocalizedKeyNames;
  558. };
  559.  
  560. var array<KeyBinding> Bindings; // Holds the array of key bindings
  561.  
  562. function InitComponent(GUIController MyController, GUIComponent MyOwner)
  563. {
  564.     NewIndex = -1;
  565.     NewSubIndex = -1;
  566.  
  567.     super.InitComponent(MyController, MyOwner);
  568.  
  569.     if(!bListInitialised)
  570.     {
  571.         InitBindings();
  572.  
  573.         MyListBox.List.Index=0;
  574.         HackIndex=0;
  575.  
  576.         bListInitialised = true;
  577.     }
  578.  
  579.     MyListbox.List.OnDrawItem = DrawBinding;
  580.     MyListbox.List.SelectedBkColor = BkColor;
  581.     MyListbox.List.SelectedImage=None;
  582.     MyListbox.List.OnClick=GetNewKey;
  583.     MyListbox.List.OnChange=ListChange;
  584.     MyListbox.List.OnKeyEvent = ListOnKeyEvent;
  585.     MyListbox.List.bHotTrack=true;
  586.     MyListbox.List.OnClickSound=CS_None;
  587.     MyListbox.List.OnAdjustTop = MyOnAdjustTop;
  588.  
  589.     tb_KeybindWarning.SetContent( WarningMessage );
  590. }
  591.  
  592. function ListChange(GUIComponent Sender)
  593. {
  594.     UpdateHint(MyListBox.List.Index);
  595. }
  596.  
  597. function int Weight(int i)
  598. {
  599.     if ( (i==0x01) || (i==0x02) )
  600.         return 100;
  601.  
  602.     if ( (i>=0x30) && (i<=0x5A) )
  603.         return 50;
  604.  
  605.     if (i==0x20)
  606.         return 45;
  607.  
  608.     if (i==0x04)
  609.         return 40;
  610.  
  611.     if (i==0xEC || i==0xED)
  612.         return 35;
  613.  
  614.     if (i>=0x21 && i<=0x28)
  615.         return 30;
  616.  
  617.     if (i>=0x60 && i<=0x6F)
  618.         return 30;
  619.  
  620.     return 25;
  621. }
  622.  
  623. function Swap(int index, int a, int b)
  624. {
  625.     local int TempInt;
  626.     local string TempStrA, TempStrB;
  627.  
  628.     TempInt  = Bindings[Index].Binds[a];
  629.     TempStrA = Bindings[Index].BindKeyNames[a];
  630.     TempStrB = Bindings[Index].BindLocalizedKeyNames[a];
  631.  
  632.     Bindings[Index].Binds[a] = Bindings[Index].Binds[B];
  633.     Bindings[Index].BindKeyNames[a] = Bindings[Index].BindKeyNames[b];
  634.     Bindings[Index].BindLocalizedKeyNames[a] = Bindings[Index].BindLocalizedKeyNames[b];
  635.  
  636.     Bindings[Index].Binds[b] = TempInt;
  637.     Bindings[Index].BindKeyNames[b] = TempStrA;
  638.     Bindings[Index].BindLocalizedKeyNames[b] = TempStrB;
  639. }
  640.  
  641. function AddToBindings(string Alias, string KeyLabel, bool bSectionLabel)
  642. {
  643.     local int At;
  644.  
  645.     At = Bindings.Length;
  646.     Bindings.Length = Bindings.Length + 1;
  647.  
  648.     Bindings[At].bIsSectionLabel = bSectionLabel;
  649.     Bindings[At].KeyLabel = KeyLabel;
  650.     Bindings[At].Alias = Alias;
  651.  
  652.     MyListBox.List.Add(Bindings[At].KeyLabel);
  653.  
  654.  
  655. }
  656.  
  657. function InitBindings()
  658. {
  659.     local int i,j,k,index;
  660.     local string KeyName, Alias, LocalizedKeyName;
  661.  
  662.     // Clear them all.
  663.     for (i=0;i<Bindings.Length;i++)
  664.     {
  665.         if (Bindings[i].Binds.Length>0)
  666.             Bindings[i].Binds.Remove(0,Bindings[i].Binds.Length);
  667.  
  668.         if (Bindings[i].BindKeyNames.Length>0)
  669.             Bindings[i].BindKeyNames.Remove(0,Bindings[i].BindKeyNames.Length);
  670.  
  671.         if (Bindings[i].BindLocalizedKeyNames.Length>0)
  672.             Bindings[i].BindLocalizedKeyNames.Remove(0,Bindings[i].BindLocalizedKeyNames.Length);
  673.  
  674.         // Set the Localized name
  675.         Bindings[i].KeyLabel = Labels[i];
  676.  
  677.         MyListBox.List.Add(Bindings[i].KeyLabel);
  678.  
  679.     }
  680.  
  681.     for (i=0;i<255;i++)
  682.     {
  683.         KeyName = PlayerOwner().ConsoleCommand("KEYNAME"@i);
  684.         LocalizedKeyName = PlayerOwner().ConsoleCommand("LOCALIZEDKEYNAME"@i);
  685.         if (KeyName!="")
  686.         {
  687.             Alias = PlayerOwner().ConsoleCommand("KEYBINDING"@KeyName);
  688.             if (Alias!="")
  689.             {
  690.                 for (j=0;j<Bindings.Length;j++)
  691.                 {
  692.                     if (Bindings[j].Alias ~= Alias)
  693.                     {
  694.                         index = Bindings[j].Binds.Length;
  695.  
  696.                         Bindings[j].Binds[index] = i;
  697. //                      Bindings[j].KeyLabel = Labels[Clamp(j,0,74)];
  698.                         Bindings[j].BindKeyNames[Index] = KeyName;
  699.                         Bindings[j].BindLocalizedKeyNames[Index] = LocalizedKeyName;
  700.  
  701.                         for (k=0;k<index;k++)
  702.                         {
  703.                             if ( Weight(Bindings[j].Binds[k]) < Weight(Bindings[j].Binds[Index]) )
  704.                             {
  705.                                 Swap(j,k,Index);
  706.                                 break;
  707.                             }
  708.                         }
  709.                     }
  710.                 }
  711.             }
  712.         }
  713.     }
  714. }
  715.  
  716. function string GetCurrentKeyBind(int index, int bind)
  717. {
  718.  
  719.     if ( index >= bindings.Length )
  720.         return "";
  721.  
  722.     if (Bindings[Index].bIsSectionLabel)
  723.         return "";
  724.  
  725.     if (Index==NewIndex && Bind==NewSubIndex)
  726.         return "???";
  727.  
  728.     if (Bind>=Bindings[Index].Binds.Length)
  729.         return "";
  730.  
  731.     return Bindings[Index].BindLocalizedKeyNames[Bind];
  732. }
  733.  
  734. function DrawBinding(Canvas Canvas, int Item, float X, float Y, float W, float H, bool bSelected, bool bPending)
  735. {
  736.     local int x1,w1;
  737.     local bool InBindArea;
  738.  
  739.     //local emenustate ems;
  740.  
  741.     if (Item>=Bindings.Length)
  742.         return;
  743.  
  744.     if (Controller.MouseX >= i_KeyList2.Bounds[0] && Controller.MouseX <=i_KeyList3.Bounds[2])
  745.     {
  746.         InBindArea=true;
  747.     }
  748.  
  749.     if ( (Controller.HasMouseMoved()) && (!bSetNextKeyPress) )
  750.     {
  751.         if (InBindArea)
  752.         {
  753.  
  754.             if ( ( Controller.MouseX >= i_KeyList2.Bounds[0] ) && ( Controller.MouseX <= i_KeyList2.Bounds[2] ) )
  755.                 Row = 0;
  756.  
  757.             else if ( (Controller.MouseX>=i_KeyList3.Bounds[0]) && (Controller.MouseX<=i_KeyList3.Bounds[2]) )
  758.                 Row = 1;
  759.  
  760.             InBindArea=true;
  761.         }
  762.  
  763.         if ( InBindArea && (MyListBox.List.Index != HackIndex) && (MyListBox.List.Index<Bindings.Length) && (Bindings[MyListBox.List.Index].bIsSectionLabel) )
  764.             MyListBox.List.SetIndex(HackIndex);
  765.     }
  766.  
  767.     if(InBindArea)
  768.     {
  769.         if ( (bSetNextKeyPress) && (MyListBox.List.Index!=HackIndex) )
  770.             MyListBox.List.SetIndex(HackIndex);
  771.  
  772.  
  773.         if ( HackIndex !=MyListBox.List.Index)
  774.             UpdateHint(MyListBox.List.Index);
  775.  
  776.         HackIndex = MyListBox.List.Index;
  777.     }
  778.  
  779.     if ( Bindings[Item].bIsSectionLabel )
  780.     {
  781.         Canvas.CurX = i_KeyList1.ClientBounds[0]+3;
  782.         Canvas.CurY = Y;
  783.         Canvas.SetDrawColor(24,24,74,200);
  784.         Canvas.DrawTile(Controller.DefaultPens[0],i_KeyList1.ClientBounds[2]-i_KeyList1.ClientBounds[0]-6,H,0,0,1,1);
  785.         MyListBox.Style.DrawText(Canvas, MSAT_Pressed, i_KeyList1.ClientBounds[0]+SectionLabelMargin, Y, i_KeyList1.ClientBounds[2]-i_KeyList1.ClientBounds[0] ,H, TXTA_Left, Bindings[Item].KeyLabel, MyListBox.FontScale);
  786.     }
  787.     else
  788.         MyListBox.Style.DrawText(Canvas,MenuState, i_KeyList1.ActualLeft(), Y, i_KeyList1.ActualWidth(), H, TXTA_Center, Bindings[Item].KeyLabel, MyListBox.FontScale);
  789.  
  790.  
  791.     MyListBox.Style.DrawText(Canvas,MenuState, i_KeyList2.ActualLeft(), Y, i_KeyList2.ActualWidth(), H, TXTA_Center, GetCurrentKeyBind(Item,0), MyListBox.FontScale);
  792.     MyListBox.Style.DrawText(Canvas,MenuState, i_KeyList3.ActualLeft(), Y, i_KeyList3.ActualWidth(), H, TXTA_Center, GetCurrentKeyBind(Item,1), MyListBox.FontScale);
  793.  
  794.  
  795.     if ( (bSelected) && (!Bindings[item].bIsSectionLabel) )
  796.     {
  797.         if (Row==0)
  798.         {
  799.             x1 = i_KeyList2.ActualLeft();
  800.             w1 = i_KeyList2.ActualWidth();
  801.         }
  802.         else if (Row==1)
  803.         {
  804.             x1 = i_KeyList3.ActualLeft();
  805.             w1 = i_KeyList3.ActualWidth();
  806.         }
  807.  
  808.         UpdateHint(Item);
  809.     }
  810. }
  811.  
  812. function bool ListOnKeyEvent(out byte Key, out byte State, float delta)
  813. {
  814.     local bool result;
  815.     local int oldIndex;
  816.  
  817.     if (Key==0x0D && State==3)
  818.     {
  819.         GetNewKey(None);
  820.         return true;
  821.     }
  822.  
  823.     if ( (Key==0x08) && (State==3) )    // Backsapce
  824.     {
  825.         // Clear Over
  826.  
  827.         if ( ( Controller.MouseX >= i_KeyList2.Bounds[0] ) && ( Controller.MouseX <= i_KeyList2.Bounds[2] ) )
  828.             RemoveExistingKey(MyListBox.List.Index,0);
  829.  
  830.         else if ( (Controller.MouseX>=i_KeyList3.Bounds[0]) && (Controller.MouseX<=i_KeyList3.Bounds[2]) )
  831.             RemoveExistingKey(MyListBox.List.Index,1);
  832.  
  833.  
  834.         UpdateHint(MyListBox.List.Index);
  835.  
  836.         return true;
  837.     }
  838.  
  839.  
  840.     // -- WARNING.. really big hack here
  841.  
  842.     if ( (State==1) && (Key==0x25 || Key==0x64 || Key==0x27 || Key ==0x66) )
  843.     {
  844.         if (row==0)
  845.             row = 1;
  846.         else
  847.             row = 0;
  848.  
  849.         UpdateHint(MyListBox.List.Index);
  850.         return true;
  851.     }
  852.  
  853.  
  854.     OldIndex = MyListBox.List.Index;
  855.     result = MyListBox.List.InternalOnKeyEvent(Key,State,delta);
  856.     if (MyListBox.List.Index!=OldIndex)
  857.     {
  858.  
  859.         if (Bindings[MyListBox.List.Index].bIsSectionLabel)
  860.         {
  861.             if (MyListBox.List.Index<OldIndex)
  862.                 SearchUp(OldIndex);
  863.             else
  864.                 SearchDown(OldIndex);
  865.         }
  866.     }
  867.     UpdateHint(MyListBox.List.Index);
  868.  
  869. }
  870.  
  871. function SearchUp(int OldIndex)
  872. {
  873.     local int cindex;
  874.  
  875.     cindex = MyListBox.List.Index;
  876.     while (cindex>0)
  877.     {
  878.         if (!Bindings[cindex].bIsSectionLabel)
  879.         {
  880.             MyListBox.List.SetIndex(cIndex);
  881.             return;
  882.         }
  883.         cindex--;
  884.     }
  885.     MyListBox.List.SetIndex(OldIndex);
  886. }
  887.  
  888. function SearchDown(int OldIndex)
  889. {
  890.     local int cindex;
  891.  
  892.     cindex = MyListBox.List.Index;
  893.     while (cindex<MyListBox.List.ItemCount-1)
  894.     {
  895.         if (!Bindings[cindex].bIsSectionLabel)
  896.         {
  897.             MyListBox.List.SetIndex(cIndex);
  898.             return;
  899.         }
  900.         cindex++;
  901.     }
  902.     MyListBox.List.SetIndex(OldIndex);
  903. }
  904.  
  905.  
  906.  
  907. function RemoveExistingKey(int Index, int SubIndex)
  908. {
  909.  
  910.     if ( (Index>=Bindings.Length) || (SubIndex>=Bindings[Index].Binds.Length) || (Bindings[Index].Binds[SubIndex] <0) )
  911.         return;
  912.  
  913.     // Clear the bind
  914.  
  915.     PlayerOwner().ConsoleCommand("SET Input"@Bindings[Index].BindKeyNames[SubIndex]);
  916.  
  917.     // Clear the entry
  918.  
  919.     Bindings[Index].Binds.Remove(SubIndex,1);
  920.     Bindings[Index].BindKeyNames.Remove(SubIndex,1);
  921.     Bindings[Index].BindLocalizedKeyNames.Remove(SubIndex,1);
  922. }
  923.  
  924. function RemoveAllOccurance(byte NewKey)
  925. {
  926.     local int i,j;
  927.  
  928.     for (i=0;i<Bindings.Length;i++)
  929.     {
  930.         for (j=Bindings[i].Binds.Length-1;j>=0;j--)
  931.         {
  932.             if (Bindings[i].Binds[j]==NewKey)
  933.             {
  934.                 RemoveExistingKey(i,j);
  935.             }
  936.         }
  937.     }
  938.  
  939. }
  940.  
  941. function UpdateHint(int index)
  942. {
  943.     local int i;
  944.     local string t;
  945.  
  946.     if (Index<0 || Index>=Bindings.Length)
  947.     {
  948.         MyListBox.List.Hint ="";
  949.         Controller.ActivePage.SetHint(MyListBox.List.Hint);
  950.         return;
  951.     }
  952.     else
  953.     {
  954.         t = "";
  955.         for (i=0;i<Bindings[Index].Binds.Length;i++)
  956.         {
  957.             if (t=="")
  958.                 t = ""$GetCurrentKeyBind(Index,i);
  959.             else
  960.                 t = t$", "$GetCurrentKeyBind(Index,i);
  961.         }
  962.     }
  963.     MyListBox.List.Hint =Header$t$Footer;
  964.     Controller.ActivePage.SetHint(MyListBox.List.Hint);
  965. }
  966.  
  967. function AddNewKey(int Index, int SubIndex, byte NewKey)
  968. {
  969.     //local KeyBinding Where;
  970.  
  971.     if (Index >= Bindings.Length)
  972.         return;
  973.  
  974.     if ( (SubIndex<Bindings[Index].Binds.Length) && (Bindings[Index].Binds[SubIndex] == NewKey) )
  975.         return;
  976.  
  977.     RemoveAllOccurance(NewKey);
  978.  
  979.     if (SubIndex>=Bindings[Index].Binds.Length)
  980.     {
  981.         Bindings[Index].Binds.Length = Bindings[Index].Binds.Length + 1;
  982.         Bindings[Index].BindKeyNames.Length = Bindings[Index].BindKeyNames.Length + 1;
  983.         Bindings[Index].BindLocalizedKeyNames.Length = Bindings[Index].BindLocalizedKeyNames.Length + 1;
  984.         SubIndex = Bindings[Index].Binds.Length-1;
  985.     }
  986.     Bindings[Index].Binds[SubIndex] = NewKey;
  987.     Bindings[Index].BindKeyNames[SubIndex] = PlayerOwner().ConsoleCommand("KeyName"@NewKey);
  988.     Bindings[Index].BindLocalizedKeyNames[SubIndex] = PlayerOwner().ConsoleCommand("LOCALIZEDKEYNAME"@NewKey);
  989.     PlayerOwner().ConsoleCommand("SET Input"@Bindings[Index].BindKeyNames[SubIndex]@Bindings[Index].Alias);
  990.  
  991.     UpdateHint(Index);
  992.  
  993. }
  994.  
  995. function bool GetNewKey(GUIComponent Sender)
  996. {
  997.     local int SubIndex;
  998.  
  999.     if ( ( Controller.MouseX >= i_KeyList2.Bounds[0] ) && ( Controller.MouseX <= i_KeyList2.Bounds[2] ) )
  1000.         SubIndex = 0;
  1001.     else if ( (Controller.MouseX>=i_KeyList3.Bounds[0]) && (Controller.MouseX<=i_KeyList3.Bounds[2]) )
  1002.         SubIndex = 1;
  1003.     else
  1004.         return true;
  1005.  
  1006.     NewIndex = MyListBox.List.Index;
  1007.     NewSubIndex = SubIndex;
  1008.     bSetNextKeyPress=true;
  1009.     Controller.OnNeedRawKeyPress = RawKey;
  1010.     Controller.Master.bRequireRawJoystick=true;
  1011.  
  1012.     PlayerOwner().ClientPlaySound(Controller.EditSound);
  1013.     PlayerOwner().ConsoleCommand("toggleime 0");
  1014.  
  1015.     return true;
  1016. }
  1017.  
  1018. function bool RawKey(byte NewKey)
  1019. {
  1020.  
  1021.     if (NewKey!=0x1B)
  1022.         AddNewKey(NewIndex, NewSubIndex, NewKey);
  1023.  
  1024.     NewIndex = -1;
  1025.     NewSubIndex = -1;
  1026.  
  1027.     bSetNextKeyPress=false;
  1028.     Controller.OnNeedRawKeyPress = none;
  1029.     Controller.Master.bRequireRawJoystick=false;
  1030.  
  1031.     PlayerOwner().ClientPlaySound(Controller.ClickSound);
  1032.  
  1033.     return true;
  1034.  
  1035. }
  1036.  
  1037. function MyOnAdjustTop(GUIComponent Sender)
  1038. {
  1039.     if( MyListBox.List.Index < MyListBox.List.Top )
  1040.         MyListBox.List.SetIndex( MyListBox.List.Top );
  1041.     else if( MyListBox.List.Index >= MyListBox.List.Top + MyListBox.List.ItemsPerPage )
  1042.         MyListBox.List.SetIndex( MyListBox.List.Top + MyListBox.List.ItemsPerPage );
  1043. }
  1044.  
  1045. simulated function bool ButtonClicked(GUIComponent Sender)
  1046. {
  1047.     if( Sender == b_Close )
  1048.     {
  1049.         Controller.CloseMenu(true);
  1050.     }
  1051.  
  1052.     return true;
  1053. }
  1054.  
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  1062. //
  1063. //-----------------------------------------------------------
  1064. class STUserKeyBinding extends GUIUserKeyBinding;
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  1094. //
  1095. //-----------------------------------------------------------
  1096. class STScoreBoard extends ScoreBoardTeamDeathMatch;
  1097.  
  1098. const PC_VANGUARD = 1;
  1099. const PC_SPECIALIST = 2;
  1100. const PC_RANGER = 3;
  1101. const PC_SHARPSHOOTER = 4;
  1102. const PC_JUGGERNAUT = 5;
  1103. const PC_RAVAGER = 6;
  1104. const PC_BIOLOGIST = 7;
  1105.  
  1106. simulated function string GetClassName(TeamPlayerReplicationInfo PRI)
  1107. {
  1108.     switch( STPlayerReplicationInfo(PRI).PlayerClass )
  1109.     {
  1110.         case PC_VANGUARD:
  1111.             return "Vanguard";
  1112.         case PC_SPECIALIST:
  1113.             return "Specialist";
  1114.         case PC_RANGER:
  1115.             return "Ranger";
  1116.         case PC_SHARPSHOOTER:
  1117.             return "Sharpshooter";
  1118.         case PC_JUGGERNAUT:
  1119.             return "Juggernaut";
  1120.         case PC_RAVAGER:
  1121.             return "Ravager";
  1122.         case PC_BIOLOGIST:
  1123.             return "Biologist";
  1124.     }
  1125.  
  1126.     return "";
  1127. }
  1128.  
  1129. function DrawTeam(int TeamNum, int PlayerCount, int OwnerOffset, Canvas Canvas, int FontReduction, int BoxSpaceY, int PlayerBoxSizeY, int HeaderOffsetY)
  1130. {
  1131.     local int i, OwnerPos, NetXPos, NameXPos, BoxTextOffsetY, ScoreXPos, ScoreYPos, BoxXPos, BoxWidth, LineCount,NameY;
  1132.     local float XL,YL,IconScale,ScoreBackScale,ScoreYL,MaxNamePos,LongestNameLength, oXL, oYL;
  1133.     local string PlayerName[MAXPLAYERS], OrdersText, LongestName;
  1134.     local font MainFont, ReducedFont;
  1135.     local bool bHaveHalfFont, bNameFontReduction;
  1136.     local int SymbolUSize, SymbolVSize, OtherTeam, LastLine;
  1137.     local string ClassName;
  1138.  
  1139.     BoxWidth = 0.47 * Canvas.ClipX;
  1140.     BoxXPos = 0.5 * (0.5 * Canvas.ClipX - BoxWidth);
  1141.     BoxWidth = 0.5 * Canvas.ClipX - 2*BoxXPos;
  1142.     BoxXPos = BoxXPos + TeamNum * 0.5 * Canvas.ClipX;
  1143.     NameXPos = BoxXPos + 0.05 * BoxWidth;
  1144.     ScoreXPos = BoxXPos + 0.55 * BoxWidth;
  1145.     NetXPos = BoxXPos + 0.76 * BoxWidth;
  1146.     bHaveHalfFont = HaveHalfFont(Canvas, FontReduction);
  1147.  
  1148.     // draw background box
  1149.     Canvas.Style = ERenderStyle.STY_Alpha;
  1150.     Canvas.DrawColor = HUDClass.default.WhiteColor;
  1151.     Canvas.SetPos(BoxXPos, HeaderOffsetY);
  1152.     Canvas.DrawTileStretched( TeamBoxMaterial[TeamNum], BoxWidth, PlayerCount * (PlayerBoxSizeY + BoxSpaceY));
  1153.  
  1154.     // draw team header
  1155.     IconScale = Canvas.ClipX/4096;
  1156.     ScoreBackScale = Canvas.ClipX/1024;
  1157.     if ( GRI.TeamSymbols[TeamNum] != None )
  1158.     {
  1159.         SymbolUSize = GRI.TeamSymbols[TeamNum].USize;
  1160.         SymbolVSize = GRI.TeamSymbols[TeamNum].VSize;
  1161.     }
  1162.     else
  1163.     {
  1164.         SymbolUSize = 256;
  1165.         SymbolVSize = 256;
  1166.     }
  1167.     ScoreYPos = HeaderOffsetY - SymbolVSize * IconScale - BoxSpaceY;
  1168.  
  1169.     Canvas.DrawColor = 0.75 * HUDClass.default.WhiteColor;
  1170.     Canvas.SetPos(BoxXPos, ScoreYPos - BoxSpaceY);
  1171.     Canvas.DrawTileStretched( Material'InterfaceContent.ScoreBoxA', BoxWidth, HeaderOffsetY + BoxSpaceY - ScoreYPos);
  1172.  
  1173.     Canvas.Style = ERenderStyle.STY_Normal;
  1174.     Canvas.DrawColor = TeamColors[TeamNum];
  1175.     Canvas.SetPos((0.25 + 0.5*TeamNum) * Canvas.ClipX - (SymbolUSize + 32) * IconScale, ScoreYPos);
  1176.     if ( GRI.TeamSymbols[TeamNum] != None )
  1177.         Canvas.DrawIcon(GRI.TeamSymbols[TeamNum],IconScale);
  1178.     MainFont = Canvas.Font;
  1179.     Canvas.Font = HUDClass.static.LargerFontThan(MainFont);
  1180.     Canvas.StrLen("TEST",XL,ScoreYL);
  1181.     if ( ScoreYPos == 0 )
  1182.         ScoreYPos = HeaderOffsetY - ScoreYL;
  1183.     else
  1184.         ScoreYPos = ScoreYPos + 0.5 * SymbolVSize * IconScale - 0.5 * ScoreYL;
  1185.     Canvas.SetPos((0.25 + 0.5*TeamNum) * Canvas.ClipX + 32*IconScale,ScoreYPos);
  1186.     Canvas.DrawText(int(GRI.Teams[TeamNum].Score));
  1187.     Canvas.Font = MainFont;
  1188.     Canvas.DrawColor = HUDClass.default.WhiteColor;
  1189.  
  1190.     IconScale = Canvas.ClipX/1024;
  1191.  
  1192.     if ( PlayerCount <= 0 )
  1193.         return;
  1194.  
  1195.     // draw lines between sections
  1196.     if ( TeamNum == 0 )
  1197.         Canvas.DrawColor = HUDClass.default.RedColor;
  1198.     else
  1199.         Canvas.DrawColor = HUDClass.default.BlueColor;
  1200.     if ( OwnerOffset >= PlayerCount )
  1201.         LastLine = PlayerCount+1;
  1202.     else
  1203.         LastLine = PlayerCount;
  1204.     for ( i=1; i<LastLine; i++ )
  1205.     {
  1206.         Canvas.SetPos( NameXPos, HeaderOffsetY + (PlayerBoxSizeY + BoxSpaceY)*i - 0.5*BoxSpaceY);
  1207.         Canvas.DrawTileStretched( Material'InterfaceContent.ButtonBob', 0.9*BoxWidth, ScorebackScale*3);
  1208.     }
  1209.     Canvas.DrawColor = HUDClass.default.WhiteColor;
  1210.  
  1211.     // draw player names
  1212.     MaxNamePos = 0.95 * (ScoreXPos - NameXPos);
  1213.     for ( i=0; i<PlayerCount; i++ )
  1214.     {
  1215.         playername[i] = GRI.PRIArray[i].PlayerName;
  1216.         Canvas.StrLen(playername[i], XL, YL);
  1217.         if ( XL > FMax(LongestNameLength,MaxNamePos) )
  1218.         {
  1219.             LongestName = PlayerName[i];
  1220.             LongestNameLength = XL;
  1221.         }
  1222.     }
  1223.     if ( OwnerOffset >= PlayerCount )
  1224.     {
  1225.         playername[OwnerOffset] = GRI.PRIArray[OwnerOffset].PlayerName;
  1226.         Canvas.StrLen(playername[OwnerOffset], XL, YL);
  1227.         if ( XL > FMax(LongestNameLength,MaxNamePos) )
  1228.         {
  1229.             LongestName = PlayerName[i];
  1230.             LongestNameLength = XL;
  1231.         }
  1232.     }
  1233.  
  1234.     if ( LongestNameLength > 0 )
  1235.     {
  1236.         bNameFontReduction = true;
  1237.         Canvas.Font = GetSmallerFontFor(Canvas,FontReduction+1);
  1238.         Canvas.StrLen(LongestName, XL, YL);
  1239.         if ( XL > MaxNamePos )
  1240.         {
  1241.             Canvas.Font = GetSmallerFontFor(Canvas,FontReduction+2);
  1242.             Canvas.StrLen(LongestName, XL, YL);
  1243.             if ( XL > MaxNamePos )
  1244.                 Canvas.Font = GetSmallerFontFor(Canvas,FontReduction+3);
  1245.         }
  1246.         ReducedFont = Canvas.Font;
  1247.     }
  1248.  
  1249.     for ( i=0; i<PlayerCount; i++ )
  1250.     {
  1251.         playername[i] = PRIArray[i].PlayerName;
  1252.         Canvas.StrLen(playername[i], XL, YL);
  1253.         if ( XL > MaxNamePos )
  1254.             playername[i] = left(playername[i], MaxNamePos/XL * len(PlayerName[i]));
  1255.     }
  1256.     if ( OwnerOffset >= PlayerCount )
  1257.     {
  1258.         playername[OwnerOffset] = PRIArray[OwnerOffset].PlayerName;
  1259.         Canvas.StrLen(playername[OwnerOffset], XL, YL);
  1260.         if ( XL > MaxNamePos )
  1261.             playername[OwnerOffset] = left(playername[OwnerOffset], MaxNamePos/XL * len(PlayerName[OwnerOffset]));
  1262.     }
  1263.  
  1264.     if ( Canvas.ClipX < 512 )
  1265.         NameY = 0.5 * YL;
  1266.     else if ( !bHaveHalfFont )
  1267.         NameY = 0.125 * YL;
  1268.     Canvas.Style = ERenderStyle.STY_Normal;
  1269.     Canvas.DrawColor = HUDClass.default.WhiteColor;
  1270.     Canvas.SetPos(0.5 * Canvas.ClipX, HeaderOffsetY + 4);
  1271.     BoxTextOffsetY = HeaderOffsetY + 0.5 * PlayerBoxSizeY - 0.5 * YL;
  1272.     Canvas.DrawColor = HUDClass.default.WhiteColor;
  1273.  
  1274.     if ( OwnerOffset == -1 )
  1275.     {
  1276.         for ( i=0; i<PlayerCount; i++ )
  1277.             if ( i != OwnerOffset )
  1278.             {
  1279.                 Canvas.SetPos(NameXPos, (PlayerBoxSizeY + BoxSpaceY)*i + BoxTextOffsetY);
  1280.                 Canvas.DrawText(playername[i],true);
  1281.             }
  1282.     }
  1283.     else
  1284.     {
  1285.         for ( i=0; i<PlayerCount; i++ )
  1286.             if ( i != OwnerOffset )
  1287.             {
  1288.                 Canvas.SetPos(NameXPos, (PlayerBoxSizeY + BoxSpaceY)*i + BoxTextOffsetY - 0.5 * YL + NameY);
  1289.                 Canvas.DrawText(playername[i],true);
  1290.             }
  1291.     }
  1292.     if ( bNameFontReduction )
  1293.         Canvas.Font = GetSmallerFontFor(Canvas,FontReduction);
  1294.  
  1295.     // draw scores
  1296.     Canvas.DrawColor = HUDClass.default.WhiteColor;
  1297.     for ( i=0; i<PlayerCount; i++ )
  1298.         if ( i != OwnerOffset )
  1299.         {
  1300.             Canvas.SetPos(ScoreXPos, (PlayerBoxSizeY + BoxSpaceY)*i + BoxTextOffsetY);
  1301.             if ( PRIArray[i].bOutOfLives )
  1302.                 Canvas.DrawText(OutText,true);
  1303.             else
  1304.                 Canvas.DrawText(int(PRIArray[i].Score),true);
  1305.         }
  1306.  
  1307.     // draw owner line
  1308.     if ( OwnerOffset >= 0 )
  1309.     {
  1310.         if ( OwnerOffset >= PlayerCount )
  1311.         {
  1312.             OwnerPos = (PlayerBoxSizeY + BoxSpaceY)*PlayerCount + BoxTextOffsetY;
  1313.             // draw extra box
  1314.             Canvas.Style = ERenderStyle.STY_Alpha;
  1315.             Canvas.SetPos(BoxXPos, HeaderOffsetY + (PlayerBoxSizeY + BoxSpaceY)*PlayerCount);
  1316.             Canvas.DrawTileStretched( TeamBoxMaterial[TeamNum], BoxWidth, PlayerBoxSizeY);
  1317.             Canvas.Style = ERenderStyle.STY_Normal;
  1318.             if ( PRIArray[OwnerOffset].HasFlag != None )
  1319.             {
  1320.                 Canvas.DrawColor = HUDClass.default.WhiteColor;
  1321.                 Canvas.SetPos(NameXPos - 48*IconScale, OwnerPos - 16*IconScale);
  1322.                 Canvas.DrawTile( FlagIcon, 64*IconScale, 32*IconScale, 0, 0, 256, 128);
  1323.             }
  1324.         }
  1325.         else
  1326.             OwnerPos = (PlayerBoxSizeY + BoxSpaceY)*OwnerOffset + BoxTextOffsetY;
  1327.  
  1328.         Canvas.DrawColor = HUDClass.default.GoldColor;
  1329.         Canvas.SetPos(NameXPos, OwnerPos-0.5*YL+NameY);
  1330.         if ( bNameFontReduction )
  1331.             Canvas.Font = ReducedFont;
  1332.         Canvas.DrawText(playername[OwnerOffset],true);
  1333.         if ( bNameFontReduction )
  1334.             Canvas.Font = GetSmallerFontFor(Canvas,FontReduction);
  1335.         Canvas.SetPos(ScoreXPos, OwnerPos);
  1336.         if ( PRIArray[OwnerOffset].bOutOfLives )
  1337.             Canvas.DrawText(OutText,true);
  1338.         else
  1339.             Canvas.DrawText(int(PRIArray[OwnerOffset].Score),true);
  1340.     }
  1341.  
  1342.     // draw flag icons
  1343.     Canvas.DrawColor = HUDClass.default.WhiteColor;
  1344.     if ( TeamNum == 0 )
  1345.         OtherTeam = 1;
  1346.     if ( (GRI.FlagState[OtherTeam] != EFlagState.FLAG_Home) && (GRI.FlagState[OtherTeam] != EFlagState.FLAG_Down) )
  1347.     {
  1348.         for ( i=0; i<PlayerCount; i++ )
  1349.             if ( (PRIArray[i].HasFlag != None) || (PRIArray[i] == GRI.FlagHolder[TeamNum]) )
  1350.             {
  1351.                 Canvas.SetPos(NameXPos - 48*IconScale, (PlayerBoxSizeY + BoxSpaceY)*i + BoxTextOffsetY - 16*IconScale);
  1352.                 Canvas.DrawTile( FlagIcon, 64*IconScale, 32*IconScale, 0, 0, 256, 128);
  1353.             }
  1354.     }
  1355.  
  1356.     // draw location and/or orders
  1357.     if ( (OwnerOffset >= 0) && (Canvas.ClipX >= 512) )
  1358.     {
  1359.         BoxTextOffsetY = HeaderOffsetY + 0.5*PlayerBoxSizeY + NameY;
  1360.         Canvas.DrawColor = HUDClass.default.CyanColor;
  1361.         if ( FontReduction > 3 )
  1362.             bHaveHalfFont = false;
  1363.         if ( Canvas.ClipX >= 1280 )
  1364.             Canvas.Font = GetSmallFontFor(Canvas.ClipX, FontReduction+2);
  1365.         else
  1366.             Canvas.Font = GetSmallFontFor(Canvas.ClipX, FontReduction+1);
  1367.         Canvas.StrLen("Test", XL, YL);
  1368.         for ( i=0; i<PlayerCount; i++ )
  1369.         {
  1370.             ClassName = GetClassName(TeamPlayerReplicationInfo(PRIArray[i]));
  1371.  
  1372.             LineCount = 0;
  1373.             if( PRIArray[i].bBot && (TeamPlayerReplicationInfo(PRIArray[i]) != None) && (TeamPlayerReplicationInfo(PRIArray[i]).Squad != None) )
  1374.             {
  1375.                 LineCount = 1;
  1376.                 Canvas.SetPos(NameXPos, (PlayerBoxSizeY + BoxSpaceY)*i + BoxTextOffsetY);
  1377.                 if ( Canvas.ClipX < 800 )
  1378.                 {
  1379.                     if( ClassName == "" )
  1380.                         OrdersText = "("$PRIArray[i].GetCallSign()$") "$TeamPlayerReplicationInfo(PRIArray[i]).Squad.GetShortOrderStringFor(TeamPlayerReplicationInfo(PRIArray[i]));
  1381.                     else
  1382.                         OrdersText = "("$PRIArray[i].GetCallSign()$") "$ClassName$" - "$TeamPlayerReplicationInfo(PRIArray[i]).Squad.GetShortOrderStringFor(TeamPlayerReplicationInfo(PRIArray[i]));
  1383.                     Canvas.StrLen(OrdersText, oXL, oYL);
  1384.                     if ( oXL >= ScoreXPos - NameXPos )
  1385.                         OrdersText = "("$PRIArray[i].GetCallSign()$") "$ClassName;
  1386.                 }
  1387.                 else
  1388.                 {
  1389.                     OrdersText = TeamPlayerReplicationInfo(PRIArray[i]).Squad.GetOrderStringFor(TeamPlayerReplicationInfo(PRIArray[i]));
  1390.                     if( ClassName == "" )
  1391.                         OrdersText = "("$PRIArray[i].GetCallSign()$") "$OrdersText;
  1392.                     else
  1393.                         OrdersText = "("$PRIArray[i].GetCallSign()$") "$ClassName$" - "$OrdersText;
  1394.                     Canvas.StrLen(OrdersText, oXL, oYL);
  1395.                     if ( oXL >= ScoreXPos - NameXPos )
  1396.                     {
  1397.                         if( ClassName == "" )
  1398.                             OrdersText = "("$PRIArray[i].GetCallSign()$") "$TeamPlayerReplicationInfo(PRIArray[i]).Squad.GetShortOrderStringFor(TeamPlayerReplicationInfo(PRIArray[i]));
  1399.                         else
  1400.                             OrdersText = "("$PRIArray[i].GetCallSign()$") "$ClassName$" - "$TeamPlayerReplicationInfo(PRIArray[i]).Squad.GetShortOrderStringFor(TeamPlayerReplicationInfo(PRIArray[i]));
  1401.                         Canvas.StrLen(OrdersText, oXL, oYL);
  1402.                         if ( oXL >= ScoreXPos - NameXPos )
  1403.                             OrdersText = "("$PRIArray[i].GetCallSign()$") "$ClassName;
  1404.                     }
  1405.                 }
  1406.                 Canvas.DrawText(OrdersText,true);
  1407.             }
  1408.             if ( bHaveHalfFont || !PRIArray[i].bBot )
  1409.             {
  1410.                 // if this is a human insert the class name based on how many lines are going to be displayed
  1411.                 if( !PRIArray[i].bBot )
  1412.                 {
  1413.                     if( bHaveHalfFont )
  1414.                     {
  1415.                         LineCount = 1;
  1416.                         Canvas.SetPos(NameXPos, (PlayerBoxSizeY + BoxSpaceY)*i + BoxTextOffsetY);
  1417.                         Canvas.DrawText(ClassName, true);
  1418.                     }
  1419.                     else
  1420.                     {
  1421.                         if( ClassName == "" )
  1422.                             OrdersText = PRIArray[i].GetLocationName();
  1423.                         else
  1424.                             OrdersText = ClassName$" - "$PRIArray[i].GetLocationName();
  1425.                         Canvas.StrLen(OrdersText, oXL, oYL);
  1426.                         if ( oXL >= ScoreXPos - NameXPos )
  1427.                         {
  1428.                             OrdersText = ClassName;
  1429.                         }
  1430.                     }
  1431.                 }
  1432.  
  1433.                 if( bHaveHalfFont )
  1434.                     OrdersText = PRIArray[i].GetLocationName();
  1435.  
  1436.                 Canvas.SetPos(NameXPos, (PlayerBoxSizeY + BoxSpaceY)*i + BoxTextOffsetY + LineCount*YL);
  1437.                 Canvas.DrawText(OrdersText,true);
  1438.             }
  1439.         }
  1440.         if ( OwnerOffset >= PlayerCount )
  1441.         {
  1442.             Canvas.SetPos(NameXPos, (PlayerBoxSizeY + BoxSpaceY)*i + BoxTextOffsetY);
  1443.             Canvas.DrawText(PRIArray[OwnerOffset].GetLocationName(),true);
  1444.         }
  1445.     }
  1446.  
  1447.     if ( Level.NetMode == NM_Standalone )
  1448.         return;
  1449.     Canvas.Font = MainFont;
  1450.     Canvas.StrLen("Test",XL,YL);
  1451.     BoxTextOffsetY = HeaderOffsetY + 0.5 * PlayerBoxSizeY - 0.5 * YL;
  1452.     DrawNetInfo(Canvas,FontReduction,HeaderOffsetY,PlayerBoxSizeY,BoxSpaceY,BoxTextOffsetY,OwnerOffset,PlayerCount,NetXPos);
  1453. }
  1454.  
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  1462. A6 i╖ -Θ     /a8 ç/fgöôéééw/w├    /Ü9:/╟9:$ü/a/!Xôéééw./*&¢ε./w../»*&¢../» ,-r./I*./Ia O./IOε./I4././Ia10τAf~g G─
  1463. djóƒ¢9:╛∙9:$+r.╙á* OÜ9:Ω    %.╙áYƒÜ9:ß    %.╙áb-┴-▐ƒ.╙áb-┴-α G    ÇLclass STHeavyMinigunDamageType extends DamTypeMinigunBullet
  1464.     abstract;
  1465.  
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  1468. ±¢îéééw.ΓZ¥*rZ¥ƒ* w.Z¥ƒ**Ü.Z¥ƒ ,(╩Z G 22class STHeavyMinigunAmmo extends MinigunAmmo;
  1469.  
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  1477. //
  1478. //-----------------------------------------------------------
  1479. class STHealGun extends LinkGun;
  1480.  
  1481. function bool CanHeal(Actor Other)
  1482. {
  1483.     if (STPawn(Other) != none && Instigator.GetTeamNum() == STPawn(Other).GetTeamNum())
  1484.         return true;
  1485.  
  1486.     return false;
  1487. }
  1488.  
  1489. function bool FocusOnLeader(bool bLeaderFiring)
  1490. {
  1491.     local Bot B;
  1492.     local Pawn LeaderPawn;
  1493.     local Actor Other;
  1494.     local vector HitLocation, HitNormal, StartTrace;
  1495.     local Pawn HealablePlayer;
  1496.  
  1497.     B = Bot(Instigator.Controller);
  1498.  
  1499.     if ( B == None )
  1500.         return false;
  1501.     if ( PlayerController(B.Squad.SquadLeader) != None )
  1502.         LeaderPawn = B.Squad.SquadLeader.Pawn;
  1503.     else
  1504.     {
  1505.         HealablePlayer = STSquadAI(B.Squad).GetHealablePlayer(B);
  1506.  
  1507.         if( HealablePlayer != none )
  1508.         {
  1509.             bLeaderFiring = true;
  1510.             LeaderPawn = HealablePlayer;
  1511.         }
  1512.     }
  1513.     if ( LeaderPawn == None )
  1514.     {
  1515.         LeaderPawn = B.Squad.SquadLeader.Pawn;
  1516.         if ( LeaderPawn == None )
  1517.             return false;
  1518.     }
  1519.     if ( !bLeaderFiring && (LeaderPawn.Weapon == None || !LeaderPawn.Weapon.IsFiring()) )
  1520.         return false;
  1521.     if ( ((vector(B.Squad.SquadLeader.Rotation) dot Normal(Instigator.Location - LeaderPawn.Location)) < 0.9))
  1522.     {
  1523.         StartTrace = Instigator.Location + Instigator.EyePosition();
  1524.         if ( VSize(LeaderPawn.Location - StartTrace) < LinkFire(FireMode[1]).TraceRange )
  1525.         {
  1526.             Other = Trace(HitLocation, HitNormal, LeaderPawn.Location, StartTrace, true);
  1527.             if ( Other == LeaderPawn )
  1528.             {
  1529.                 B.Focus = Other;
  1530.                 return true;
  1531.             }
  1532.         }
  1533.     }
  1534.     return false;
  1535. }
  1536.  
  1537. function bool ConsumeAmmo(int Mode, float load, optional bool bAmountNeededIsMax)
  1538. {
  1539.     if( LinkFire(FireMode[1]).LockedPawn != none && LinkFire(FireMode[1]).LockedPawn.Health == 199 )
  1540.         return true;
  1541.  
  1542.     return super(Weapon).ConsumeAmmo(Mode, load, bAmountNeededIsMax);
  1543. }
  1544.  
  1545. function float GetAIRating()
  1546. {
  1547.     local Bot B;
  1548.     local STPawn P;
  1549.  
  1550.     B = Bot(Instigator.Controller);
  1551.     if ( B == None )
  1552.         return AIRating;
  1553.  
  1554.     foreach Instigator.CollidingActors(class'STPawn', P, 1000)
  1555.     {
  1556.         if( Instigator != P && CanHeal(P) && B.LineofSightTo(P) )
  1557.         {
  1558.             if( P.Disease != none || P.bShotInLeg || (P.Health < 125 && P.Health > 0 ))
  1559.             {
  1560.                 return 1.5;
  1561.             }
  1562.         }
  1563.     }
  1564.  
  1565.     if ( (PlayerController(B.Squad.SquadLeader) != None)
  1566.         && (B.Squad.SquadLeader.Pawn != None))
  1567.         return 1.2;
  1568.  
  1569.     return AIRating * FMin(Pawn(Owner).DamageScaling, 1.5);
  1570. }
  1571.  
  1572. /* BestMode()
  1573. choose between regular or alt-fire
  1574. */
  1575. function byte BestMode()
  1576. {
  1577.     local float EnemyDist;
  1578.     local bot B;
  1579.  
  1580.     B = Bot(Instigator.Controller);
  1581.     if ( B == None )
  1582.         return 0;
  1583.  
  1584.     if( STPawn(B.Target) != none && STPawn(B.Target).GetTeamNum() == Instigator.GetTeamNum() )
  1585.         return 1;
  1586.  
  1587.     if ( B.Enemy == None )
  1588.         return 1;
  1589.  
  1590.     EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
  1591.     if ( EnemyDist > LinkFire(FireMode[1]).TraceRange )
  1592.         return 0;
  1593.     return 1;
  1594. }
  1595.  
  1596. 3class STTurretKillerFire extends ONSAVRiLFire;
  1597.  
  1598. Ö@ C    K        └          67B ¡@Ö±┐Vä█╧ì#ëü{%>ëü{%>#kää█╧ì#ëü{%>ëü{%>ä█╧ì#ä█╧ì#ï*─`└ä█╧ì#ä█╧ì#ëü{%>#kä#kä#kä#käëü{%>₧└≤┼`ëü{%>₧└≤┼`êe*┼ä█╧ì#ï*─`└ï*─`└ä█╧ì#ä█╧ì#ëü{%>₧└≤┼`ëü{%>₧└≤┼`êe*┼ëü{%>d▀,ëü{%>₧└≤┼`êe*┼ä█╧ì#ä█╧ì#û⌠·i|ëü{%>₧└≤┼`êe*┼ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ï*─`└ä█╧ì#ëü{%>ä█╧ì##kä
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  1609.   )Axon\ ½ °τ)⌠6ε\╓6╘\"⌠ |\E GÇ└r8&#ùr%?q# G▐K sP╓`=-W(X)wI*Iy%▐st GqÇäO X┐L⌐-W╥½½╥?╚½½╚?╙½½╙?╒½½╒?╪½½╪⌡Ç?? ½½ ?╥½╥╚½╚╙½╙╒½╒╪½╪⌡Ç? ½  G┬M ÇíÇô╥└o:&#ùo%?m# GφQ ph╖┐%φp"Üe,C G    mÇäδ\ nf»"%δn"Üe,CHB G    S ÇíÇô╥y//-----------------------------------------------------------
  1610. //
  1611. //-----------------------------------------------------------
  1612. class STDamTypeLinkShaft extends DamTypeLinkShaft;
  1613.  
  1614. ┬l-«┬al' GßU },t/a8 ä}/Cpoééw}áù}┌%¢}9:├ ?ù#Ç?10 G|Ç√
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  1617. ■H!g'( GdÇäa q|r
  1618. -W'X G` ÇíÇô╥ßb q┌    %"-R-R(aX G▌c ^W┤á~Ü9:╟9:$brW Xb¢V-R'afff?(½a═╠L>X~rW S~rV ▌^V`aW G°d e;ß╩w╛σ* ?ér▌*    w¥*¥Y |wΘ*^Θ-Φ Θ± e*ΘùΘ± e*▌?üΘa/!D╟wΘ*▌f G┼    e fo╩w╛σ* ?ér▌*    w¥*¥Y |wΘ*^Θ-Φ Θ± f*ΘùΘ± f*▌?üΘa/!D╟wΘ*▌f Gf  7g  7h  6j  5≥cs;+≥(wá*W9=á Gl  4≈tU_!7;aX U"@bÇ?oé$-·'q!J Gq  3k o JL-a ⌡√½╤>╓╪ùa?√½╤ÜÖÖ>╓╪ùa═╠L>√½╤33≤>╓╪ùa═╠L>√½╤ff&?╓╪ùa═╠L>√½╤33S?╓╪ùa═╠L>√½╤Ç?╓╪ùa (  G        ╙
  1619. :,·;-·'oé$a(((a ≥ ùπ\Σ    !J Gn h\:h╛╒wh*B.⌐héwB*wB─*Cß╪ùB─ ù░C½╤@⌐░C╤FÇ?╔F¼»½╤@C╤h2\╘cF]\╘[FZYhh╧ GQº//-----------------------------------------------------------
  1620. //
  1621. //-----------------------------------------------------------
  1622. class STHealGunFire extends LinkFire;
  1623.  
  1624. simulated function ModeTick(float dt)
  1625. {
  1626.     local Vector StartTrace, EndTrace, V, X, Y, Z;
  1627.     local Vector HitLocation, HitNormal, EndEffect;
  1628.     local Actor Other;
  1629.     local Rotator Aim;
  1630.     local LinkGun LinkGun;
  1631.     local float Step, ls;
  1632.     local bot B;
  1633.     local bool bShouldStop, bIsHealingObjective;
  1634.     local int AdjustedDamage;
  1635.     local LinkBeamEffect LB;
  1636.     local DestroyableObjective HealObjective;
  1637.     local Vehicle LinkedVehicle;
  1638.  
  1639.     if ( !bIsFiring )
  1640.     {
  1641.         bInitAimError = true;
  1642.         return;
  1643.     }
  1644.  
  1645.     LinkGun = LinkGun(Weapon);
  1646.  
  1647.     if ( LinkGun.Links < 0 )
  1648.     {
  1649.         log("warning:"@Instigator@"linkgun had"@LinkGun.Links@"links");
  1650.         LinkGun.Links = 0;
  1651.     }
  1652.  
  1653.     ls = LinkScale[Min(LinkGun.Links,5)];
  1654.  
  1655.     if ( myHasAmmo(LinkGun) && ((UpTime > 0.0) || (Instigator.Role < ROLE_Authority)) )
  1656.     {
  1657.         UpTime -= dt;
  1658.  
  1659.         // the to-hit trace always starts right in front of the eye
  1660.         LinkGun.GetViewAxes(X, Y, Z);
  1661.         StartTrace = GetFireStart( X, Y, Z);
  1662.         TraceRange = default.TraceRange + LinkGun.Links*250;
  1663.  
  1664.         if ( Instigator.Role < ROLE_Authority )
  1665.         {
  1666.             if ( Beam == None )
  1667.                 ForEach Weapon.DynamicActors(class'LinkBeamEffect', LB )
  1668.                     if ( !LB.bDeleteMe && (LB.Instigator != None) && (LB.Instigator == Instigator) )
  1669.                     {
  1670.                         Beam = LB;
  1671.                         break;
  1672.                     }
  1673.  
  1674.             if ( Beam != None )
  1675.                 LockedPawn = Beam.LinkedPawn;
  1676.         }
  1677.  
  1678.         if ( LockedPawn != None )
  1679.             TraceRange *= 1.5;
  1680.  
  1681.         if ( Instigator.Role == ROLE_Authority )
  1682.         {
  1683.             if ( bDoHit )
  1684.                 LinkGun.ConsumeAmmo(ThisModeNum, AmmoPerFire);
  1685.  
  1686.             B = Bot(Instigator.Controller);
  1687.             if ( (B != None) && (PlayerController(B.Squad.SquadLeader) != None) && (B.Squad.SquadLeader.Pawn != None) )
  1688.             {
  1689.                 if ( IsLinkable(B.Squad.SquadLeader.Pawn)
  1690.                     && (B.Squad.SquadLeader.Pawn.Weapon != None && B.Squad.SquadLeader.Pawn.Weapon.GetFireMode(1).bIsFiring)
  1691.                     && (VSize(B.Squad.SquadLeader.Pawn.Location - StartTrace) < TraceRange) )
  1692.                 {
  1693.                     Other = Weapon.Trace(HitLocation, HitNormal, B.Squad.SquadLeader.Pawn.Location, StartTrace, true);
  1694.                     if ( Other == B.Squad.SquadLeader.Pawn )
  1695.                     {
  1696.                         B.Focus = B.Squad.SquadLeader.Pawn;
  1697.                         if ( B.Focus != LockedPawn )
  1698.                             SetLinkTo(B.Squad.SquadLeader.Pawn);
  1699.                         B.SetRotation(Rotator(B.Focus.Location - StartTrace));
  1700.                          X = Normal(B.Focus.Location - StartTrace);
  1701.                      }
  1702.                      else if ( B.Focus == B.Squad.SquadLeader.Pawn )
  1703.                         bShouldStop = true;
  1704.                 }
  1705.                  else if ( B.Focus == B.Squad.SquadLeader.Pawn )
  1706.                     bShouldStop = true;
  1707.             }
  1708.         }
  1709.  
  1710.         if ( LockedPawn != None )
  1711.         {
  1712.             EndTrace = LockedPawn.Location + LockedPawn.BaseEyeHeight*Vect(0,0,0.5); // beam ends at approx gun height
  1713.             if ( Instigator.Role == ROLE_Authority )
  1714.             {
  1715.                 V = Normal(EndTrace - StartTrace);
  1716.                 if ( (V dot X < LinkFlexibility) || LockedPawn.Health <= 0 || LockedPawn.bDeleteMe || (VSize(EndTrace - StartTrace) > 1.5 * TraceRange) )
  1717.                 {
  1718.                     SetLinkTo( None );
  1719.                 }
  1720.             }
  1721.         }
  1722.  
  1723.         if ( LockedPawn == None )
  1724.         {
  1725.             if ( Bot(Instigator.Controller) != None )
  1726.             {
  1727.                 if ( bInitAimError )
  1728.                 {
  1729.                     CurrentAimError = AdjustAim(StartTrace, AimError);
  1730.                     bInitAimError = false;
  1731.                 }
  1732.                 else
  1733.                 {
  1734.                     BoundError();
  1735.                     CurrentAimError.Yaw = CurrentAimError.Yaw + Instigator.Rotation.Yaw;
  1736.                 }
  1737.  
  1738.                 // smooth aim error changes
  1739.                 Step = 7500.0 * dt;
  1740.                 if ( DesiredAimError.Yaw ClockWiseFrom CurrentAimError.Yaw )
  1741.                 {
  1742.                     CurrentAimError.Yaw += Step;
  1743.                     if ( !(DesiredAimError.Yaw ClockWiseFrom CurrentAimError.Yaw) )
  1744.                     {
  1745.                         CurrentAimError.Yaw = DesiredAimError.Yaw;
  1746.                         DesiredAimError = AdjustAim(StartTrace, AimError);
  1747.                     }
  1748.                 }
  1749.                 else
  1750.                 {
  1751.                     CurrentAimError.Yaw -= Step;
  1752.                     if ( DesiredAimError.Yaw ClockWiseFrom CurrentAimError.Yaw )
  1753.                     {
  1754.                         CurrentAimError.Yaw = DesiredAimError.Yaw;
  1755.                         DesiredAimError = AdjustAim(StartTrace, AimError);
  1756.                     }
  1757.                 }
  1758.                 CurrentAimError.Yaw = CurrentAimError.Yaw - Instigator.Rotation.Yaw;
  1759.                 if ( BoundError() )
  1760.                     DesiredAimError = AdjustAim(StartTrace, AimError);
  1761.                 CurrentAimError.Yaw = CurrentAimError.Yaw + Instigator.Rotation.Yaw;
  1762.  
  1763.                 if ( Instigator.Controller.Target == None )
  1764.                     Aim = Rotator(Instigator.Controller.FocalPoint - StartTrace);
  1765.                 else
  1766.                     Aim = Rotator(Instigator.Controller.Target.Location - StartTrace);
  1767.  
  1768.                 Aim.Yaw = CurrentAimError.Yaw;
  1769.  
  1770.                 // save difference
  1771.                 CurrentAimError.Yaw = CurrentAimError.Yaw - Instigator.Rotation.Yaw;
  1772.             }
  1773.             else
  1774.                 Aim = GetPlayerAim(StartTrace, AimError);
  1775.  
  1776.             X = Vector(Aim);
  1777.             EndTrace = StartTrace + TraceRange * X;
  1778.         }
  1779.  
  1780.         Other = Weapon.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true);
  1781.         if ( Other != None && Other != Instigator )
  1782.             EndEffect = HitLocation;
  1783.         else
  1784.             EndEffect = EndTrace;
  1785.  
  1786.         if ( Beam != None )
  1787.             Beam.EndEffect = EndEffect;
  1788.  
  1789.         if ( Instigator.Role < ROLE_Authority )
  1790.         {
  1791.             if ( LinkGun.ThirdPersonActor != None )
  1792.             {
  1793.                 if ( LinkGun.Linking || ((Other != None) && (Instigator.PlayerReplicationInfo.Team != None) && Other.TeamLink(Instigator.PlayerReplicationInfo.Team.TeamIndex)) )
  1794.                 {
  1795.                     if (Instigator.PlayerReplicationInfo.Team == None || Instigator.PlayerReplicationInfo.Team.TeamIndex == 0)
  1796.                         LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Red );
  1797.                     else
  1798.                         LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Blue );
  1799.                 }
  1800.                 else
  1801.                 {
  1802.                     if ( LinkGun.Links > 0 )
  1803.                         LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Gold );
  1804.                     else
  1805.                         LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Green );
  1806.                 }
  1807.             }
  1808.             return;
  1809.         }
  1810.         if ( Other != None && Other != Instigator )
  1811.         {
  1812.             // target can be linked to
  1813.             if ( IsLinkable(Other) )
  1814.             {
  1815.                 if ( Other != lockedpawn )
  1816.                 {
  1817.                     if( ASTurret_Base(Other) != none )
  1818.                         SetLinkTo( Pawn(Other.Owner) );
  1819.                     else
  1820.                         SetLinkTo( Pawn(Other) );
  1821.                 }
  1822.  
  1823.                 if ( lockedpawn != None )
  1824.                     LinkBreakTime = LinkBreakDelay;
  1825.             }
  1826.             else
  1827.             {
  1828.                 // stop linking
  1829.                 if ( lockedpawn != None )
  1830.                 {
  1831.                     if ( LinkBreakTime <= 0.0 )
  1832.                         SetLinkTo( none );
  1833.                     else
  1834.                         LinkBreakTime -= dt;
  1835.                 }
  1836.  
  1837.                 // beam is updated every frame, but damage is only done based on the firing rate
  1838.                 if ( bDoHit )
  1839.                 {
  1840.                     if ( Beam != None )
  1841.                         Beam.bLockedOn = false;
  1842.  
  1843.                     Instigator.MakeNoise(1.0);
  1844.  
  1845.                     AdjustedDamage = AdjustLinkDamage( LinkGun, Other, Damage );
  1846.  
  1847.                     if ( !Other.bWorldGeometry )
  1848.                     {
  1849.                         if ( Level.Game.bTeamGame && Pawn(Other) != None && Pawn(Other).PlayerReplicationInfo != None
  1850.                             && Pawn(Other).PlayerReplicationInfo.Team == Instigator.PlayerReplicationInfo.Team) // so even if friendly fire is on you can't hurt teammates
  1851.                             AdjustedDamage = 0;
  1852.  
  1853.                         HealObjective = DestroyableObjective(Other);
  1854.                         if ( HealObjective == None )
  1855.                             HealObjective = DestroyableObjective(Other.Owner);
  1856.                         if ( HealObjective != None && HealObjective.TeamLink(Instigator.GetTeamNum()) )
  1857.                         {
  1858.                             SetLinkTo(None);
  1859.                             bIsHealingObjective = true;
  1860.                             if (!HealObjective.HealDamage(AdjustedDamage, Instigator.Controller, DamageType))
  1861.                                 LinkGun.ConsumeAmmo(ThisModeNum, -AmmoPerFire);
  1862.                         }
  1863.                         else
  1864.                         {
  1865.                             Other.TakeDamage(AdjustedDamage, Instigator, HitLocation, MomentumTransfer*X, DamageType);
  1866.                             Instigator.GiveHealth(3, 199);
  1867.                         }
  1868.  
  1869.                         if ( Beam != None )
  1870.                             Beam.bLockedOn = true;
  1871.                     }
  1872.                 }
  1873.             }
  1874.         }
  1875.  
  1876.         // vehicle healing
  1877.         LinkedVehicle = Vehicle(LockedPawn);
  1878.         if ( LinkedVehicle != None && bDoHit )
  1879.         {
  1880.             AdjustedDamage = Damage * (1.5*Linkgun.Links+1) * Instigator.DamageScaling;
  1881.             if (Instigator.HasUDamage())
  1882.                 AdjustedDamage *= 2;
  1883.             if (!LinkedVehicle.HealDamage(AdjustedDamage, Instigator.Controller, DamageType))
  1884.                 LinkGun.ConsumeAmmo(ThisModeNum, -AmmoPerFire);
  1885.         }
  1886.         // player healing
  1887.         else if ( STPawn(LockedPawn) != None && bDoHit )
  1888.         {
  1889.             if (!LockedPawn.GiveHealth(2, 199))
  1890.                 LinkGun.ConsumeAmmo(ThisModeNum, -AmmoPerFire);
  1891.         }
  1892.         LinkGun(Weapon).Linking = (LockedPawn != None) || bIsHealingObjective;
  1893.  
  1894.         if ( bShouldStop )
  1895.             B.StopFiring();
  1896.         else
  1897.         {
  1898.             // beam effect is created and destroyed when firing starts and stops
  1899.             if ( (Beam == None) && bIsFiring )
  1900.             {
  1901.                 Beam = Weapon.Spawn( BeamEffectClass, Instigator );
  1902.                 // vary link volume to make sure it gets replicated (in case owning player changed it client side)
  1903.                 if ( SentLinkVolume == Default.LinkVolume )
  1904.                     SentLinkVolume = Default.LinkVolume + 1;
  1905.                 else
  1906.                     SentLinkVolume = Default.LinkVolume;
  1907.             }
  1908.  
  1909.             if ( Beam != None )
  1910.             {
  1911.                 if ( LinkGun.Linking || ((Other != None) && (Instigator.PlayerReplicationInfo.Team != None) && Other.TeamLink(Instigator.PlayerReplicationInfo.Team.TeamIndex)) )
  1912.                 {
  1913.                     Beam.LinkColor = Instigator.PlayerReplicationInfo.Team.TeamIndex + 1;
  1914.                     if ( LinkGun.ThirdPersonActor != None )
  1915.                     {
  1916.                         if ( Instigator.PlayerReplicationInfo.Team == None || Instigator.PlayerReplicationInfo.Team.TeamIndex == 0 )
  1917.                             LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Red );
  1918.                         else
  1919.                             LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Blue );
  1920.                     }
  1921.                 }
  1922.                 else
  1923.                 {
  1924.                     Beam.LinkColor = 0;
  1925.                     if ( LinkGun.ThirdPersonActor != None )
  1926.                     {
  1927.                         if ( LinkGun.Links > 0 )
  1928.                             LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Gold );
  1929.                         else
  1930.                             LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Green );
  1931.                     }
  1932.                 }
  1933.  
  1934.                 Beam.Links = LinkGun.Links;
  1935.                 Instigator.AmbientSound = BeamSounds[Min(Beam.Links,3)];
  1936.                 Instigator.SoundVolume = SentLinkVolume;
  1937.                 Beam.LinkedPawn = LockedPawn;
  1938.                 Beam.bHitSomething = (Other != None);
  1939.                 Beam.EndEffect = EndEffect;
  1940.             }
  1941.         }
  1942.     }
  1943.     else
  1944.         StopFiring();
  1945.  
  1946.     bStartFire = false;
  1947.     bDoHit = false;
  1948. }
  1949.  
  1950. function bool IsLinkable(Actor Other)
  1951. {
  1952.     local Pawn P;
  1953.  
  1954.     if ( Other.IsA('Pawn') && Other.bProjTarget )
  1955.     {
  1956.         P = Pawn(Other);
  1957.  
  1958.         if ( Vehicle(P) != None )
  1959.             return P.TeamLink( Instigator.GetTeamNum() );
  1960.         else if( STPawn(P) != none )
  1961.             return (STPawn(P).GetTeamNum() == Instigator.GetTeamNum() && STPawn(P).Health > 0);
  1962.     }
  1963.  
  1964.     // the turret base blocks the specialist and biologist from sometimes repairing the turret
  1965.     if( ASTurret_Base(Other) != none )
  1966.     {
  1967.         if( STTurret(Other.Owner) != none && STTurret(Other.Owner).OwnerPawn.GetTeamNum() == Instigator.GetTeamNum() )
  1968.         {
  1969.             return true;
  1970.         }
  1971.     }
  1972.  
  1973.     return false;
  1974. }
  1975.  
  1976. r  2e 1Dclass STTurretPod extends flakshell;
  1977.  
  1978. simulated function Landed( vector HitNormal )
  1979. {
  1980.     local ASVehicle_Sentinel turretCopy;
  1981.  
  1982.     if( Instigator == None )
  1983.         return;
  1984.  
  1985.     // if the hitnormal is not 45 degrees or less from straight up or straight down, don't build a turret here
  1986.     if( HitNormal.Z > -0.5 && HitNormal.Z < 0.5 )
  1987.     {
  1988.         Destroy();
  1989.         return;
  1990.     }
  1991.  
  1992.     // spawn a turret at this location
  1993.     if( STPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none )
  1994.         turretCopy = STPlayerReplicationInfo(Instigator.PlayerReplicationInfo).Turret;
  1995.     else
  1996.         return;
  1997.  
  1998.     if( turretCopy != None )
  1999.         turretCopy.Destroy();
  2000.  
  2001.     if( HitNormal.Z >= 0 )
  2002.     {
  2003.         turretCopy = Spawn(class'SpectralTandem.STTurret',self,, Location + vect(0, 0, 75), rotator(vect(1,0,0)));
  2004.         if( turretCopy != none )
  2005.         {
  2006.             turretCopy.Team = Instigator.GetTeamNum();
  2007.             STTurret(turretCopy).OwnerPawn = Instigator;
  2008.         }
  2009.     }
  2010.     else
  2011.     {
  2012.         // make a ceiling turret!
  2013.         turretCopy = Spawn(class'SpectralTandem.STTurretCeiling',self,, Location + vect(0, 0, -80), rotator(vect(1,0,0)));
  2014.         if( turretCopy != none )
  2015.         {
  2016.             turretCopy.Team = Instigator.GetTeamNum();
  2017.             STTurretCeiling(turretCopy).OwnerPawn = Instigator;
  2018.         }
  2019.     }
  2020.  
  2021.     if( STPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none )
  2022.         STPlayerReplicationInfo(Instigator.PlayerReplicationInfo).Turret = turretCopy;
  2023.  
  2024.     Destroy();
  2025. }
  2026.  
  2027. simulated function Explode(vector HitLocation, vector HitNormal)
  2028. {
  2029.     Destroy();
  2030. }
  2031.  
  2032. ~//-----------------------------------------------------------
  2033. //
  2034. //-----------------------------------------------------------
  2035. class STProxGrenadeLauncher extends ONSGrenadeLauncher;
  2036.  
  2037. F
  2038. //-----------------------------------------------------------
  2039. //
  2040. //-----------------------------------------------------------
  2041. class STProxGrenadeAltFire extends WeaponFire;
  2042.  
  2043. var STProxGrenadeLauncher Gun;
  2044.  
  2045. function PostBeginPlay()
  2046. {
  2047.     Super.PostBeginPlay();
  2048.  
  2049.     Gun = STProxGrenadeLauncher(Weapon);
  2050. }
  2051.  
  2052. simulated function bool AllowFire()
  2053. {
  2054.     return (Gun.CurrentGrenades > 0);
  2055. }
  2056.  
  2057. function DoFireEffect()
  2058. {
  2059.     local int x;
  2060.  
  2061.     for (x = 0; x < Gun.Grenades.Length; x++)
  2062.         if (Gun.Grenades[x] != None)
  2063.             Gun.Grenades[x].Explode(Gun.Grenades[x].Location, vect(0,0,1));
  2064.  
  2065.     Gun.Grenades.length = 0;
  2066.     Gun.CurrentGrenades = 0;
  2067. }
  2068.  
  2069. ÷~-    ú}÷ ½b2~E%zûE7╦K7·7·Æ7·&K·     hE╦ÑE GtP-Xüä-╩    a!J tuwε*Oεuw.εƒ*.εƒZaP( Gßw -_ù GΓ    x K5²,)rJ XóxK)ûx%a G°S S<╗╛ } ε
  2070. ° G| Çä} ÇíJÇí▌F O"╡¬a!v├⌡¿>á¢9:╛∙9:$>w±*a±oéw└*w└├*└q!Qáéw─*w─├*─q!Qq!Q G∙y @ YD GA ÇçÇí° SH<╛ } ╪° GÇ╟E-ö#╟a!z═╠L?-6╘∩' G┼D HMçi[éw╘*Ü╘&[┌E╧ ù[a EE╧ ù ┼H G▀O C t-#Ü9:╟9:$-Φ'O' G╠E ij/ⁿÜïééw.äi*w.äi»* w.äi»∩*ëéÜ.äi9:ΣV╠iï(╠i Gk    //-----------------------------------------------------------
  2071. //
  2072. //-----------------------------------------------------------
  2073. class STBioChargedFire extends BioChargedFire;
  2074.  
  2075. function projectile SpawnProjectile(Vector Start, Rotator Dir)
  2076. {
  2077.     local STBioGlob Glob;
  2078.  
  2079.     GotoState('');
  2080.  
  2081.     if (GoopLoad == 0) return None;
  2082.  
  2083.     Glob = Weapon.Spawn(class'SpectralTandem.STBioGlob',,, Start, Dir);
  2084.     if ( Glob != None )
  2085.     {
  2086.         Glob.Damage *= DamageAtten;
  2087.         Glob.SetGoopLevel(GoopLoad);
  2088.         Glob.AdjustSpeed();
  2089.     }
  2090.     GoopLoad = 0;
  2091.     if ( Weapon.AmmoAmount(ThisModeNum) <= 0 )
  2092.         Weapon.OutOfAmmo();
  2093.     return Glob;
  2094. }
  2095.  
  2096. Ç╞G K XR·G          ═:>T4pr└*.┬╛╞2|flag_returned_timeoutp9Sπß*u·,**πR ╣Ü└9:Σ9:Σ╛╞■■$Σ9:Σ╛╞■■$-╓'-∩'-┴(a(((a └ ù└ }└a A' GτJ R kì┌G          ≤@@ZL£σ╘ π@F@a+9P╒9?    @Öéüa ╫╪╘ ù╒½9?,╘▀@╒╘┬#?üa ╘ ùa½═╠L?╘▀⌠┬½═╠L?╘┬Öüa ╘ ù4Ü╘&4┌E╧ ù4a EE╧ ù .┬╛╞2|flag_returned_timeoutp9Sπß*u·,**πR  GÇ█P N A÷    v G    ≈A .F$éÜ9:╟9:$
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  2098. ╛ } φ
  2099. ┌ G╟v-╗#╟a!z═╠L?-6╘∩' G┼U |M«i[éw╘*Ü╘%[┌v╧ ù[a vv╧ ù ┼| G▌` O"¼¬a!v├⌡¿>á¢9:╛∙9:$>w±*a±oéw└*w└├*└q!Qáéw─*w─├*─q!Qq!Q G╠V jj/#Üïééw.äj*w.äj»* w.äj»∩*ëéÜ.äj9:ΣV╠jï(╠j Gclass STBot extends xBot;
  2100.  
  2101. Ç╞X \ XR!G          ═:>{4pr└*.┬╛╞2|flag_returned_timeoutp9Sπß*u·,**πR ╣Ü└9:Σ9:Σ╛╞■■$Σ9:Σ╛╞■■$-╓'-∩'-┴(a(((a └ ù└ }└a A' Gτ[ c kìG          ≤P@Zs£σ╘ πPzpa+9P╒9?    PÖéüa ╫╪╘ ù╒½9?,╘▀P╒╘┬#?üa ╘ ùa½═╠L?╘▀⌠┬½═╠L?╘┬Öüa ╘ ù4Ü╘%4┌v╧ ù4a vv╧ ù .┬╛╞2|flag_returned_timeoutp9Sπß*u·,**πR  GÇ▀d _ t$#Ü9:╟9:$-Φ'O' GÇ╬^ Zy< 2/])Ü╘%a v/ G┬b EdåÅ63rEƒ∩*vùfE G█f a Aφ    v G    πQSSòü-╓-├' .Ö╤êûµ%τ¿¿¿¿warning:9V¢linkgun had9Sµlinksµ%a∙µ,╬|éE(ä▒┴û9:¢╟9:$╣┴QOUIJ-cUIJ⌡«⌡9?ɵ,·÷û9:¢╟9:$╫r╗*/╤a9 ┤s╓╒ééüs-╩wsá*rsá¢╗s╓10÷w╗*╞╗╪w╞*╢⌡└?FÜ9:¢╟9:$J-█#Θ9?°.뢥Fééw* w.⌐├╚*$w├╚ÿ* ééF├╚ÿqéw├╚ÿ▌*@├╚ÿ▌j$-╓:░ß╪├╚ÿ ù-⌡╤<a@P├╚ÿ ù-'═r├╚ÿ■├╚ÿxw■╞├╚ÿ#a+9P╪■ ù-UΓ╪■ ù-r■├╚ÿ-]'FFr■├╚ÿ-]'w╞*n╫╞ ù╒╞α#?Ü9:¢╟9:$FΓ╪n-äää░█FU≡ÿ╞┌%╞-╩▒ß╪n-½└?⌡*τr╞*½w.뢥*g-├┼-╧-├(ùm6╡┼Æ6╡┼6╡¢ π\½`ΩEQ& 6╡ε6╡┼í6╡┼9D\#ü 6╡ε6╡┼6╡┼6╡εε-╧üó6╡┼9D\ü 6╡ε6╡┼6╡┼6╡εε-╧6╡┼ô6╡┼6╡¢ π╩mε-╧6╡┼Æ6╡┼6╡¢ π:r¢¥⌠*t9P╪¢¥ ∩-it9P╪¢¥⌠ ù-6╡t6╡┼6╡┼ô6╡┼6╡¢ π┴t^-╧U99tn╫-╒⌡U╤a@Pn-'8    éw*w¢@C    nb    w╗*╗ ╨ß
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  2111. Ö┌,╚P≈stuvw G{//-----------------------------------------------------------
  2112. //
  2113. //-----------------------------------------------------------
  2114. class STBioGlob extends BioGlob;
  2115.  
  2116. const PC_BIOLOGIST = 7;
  2117.  
  2118. simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
  2119. {
  2120.     local actor Victims;
  2121.  
  2122.     if ( bHurtEntry )
  2123.         return;
  2124.  
  2125.     foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation )
  2126.     {
  2127.         // don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
  2128.         if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo') )
  2129.         {
  2130.             if( STPawn(Victims) != none && InstigatorController.GetTeamNum() != STPawn(Victims).GetTeamNum() &&
  2131.                 STPlayerReplicationInfo(STPawn(Victims).PlayerReplicationInfo) != none &&
  2132.                 STPlayerReplicationInfo(STPawn(Victims).PlayerReplicationInfo).PlayerClass != PC_BIOLOGIST )
  2133.             {
  2134.                 if( STPawn(Victims).Disease == none )
  2135.                     STPawn(Victims).Disease = spawn(class'SpectralTandem.STDiseaseInfo');
  2136.                 STPawn(Victims).Disease.EnemyInstigatorController = InstigatorController;
  2137.                 STPawn(Victims).Disease.Victim = STPawn(Victims);
  2138.                 STPawn(Victims).Disease.Activate();
  2139.             }
  2140.         }
  2141.     }
  2142.  
  2143.     super.HurtRadius(DamageAmount, DamageRadius, DamageType, Momentum, HitLocation);
  2144. }
  2145.  
  2146.  
  2147. x//-----------------------------------------------------------
  2148. //
  2149. //-----------------------------------------------------------
  2150. class STTimeBombDamType extends WeaponDamageType;
  2151.  
  2152. QW o31--ΦOv (  G        @╣ßl º╧r_*a ╠Ü9:_╟9:$éÜI%_%a  _ ù"__ ùa ┼┼w.⌐_¥*.⌐_¥% YôI&ªI G_a -aÇ?' G═v {,Bäää|{DUP |{SP
  2153. |{|{UNLOCK Gßo T'▄ -är4*ÿ4┌%v!a Ü9:4╟9:$nÜ4Oa wO*éw.Oƒ*!Ü.Oƒ ,6╤
  2154. T%6╨
  2155. T%6╡T9D½├9?qwOÿ*MOÿ[a H ╫╫4 ù╒4µ#Ç?╒«4▀9?,99TTMa H ╫╫4 ù╒4µ#Ç?╒«4▀9?,99TTwM*MεOMá*ªyÿy%v!a Gs ax╢Jw.<4¥*.<4¥% P&Oƒƒw.<O*ƒw4¥*.<O#% P%4¥ƒydae' Go//-----------------------------------------------------------
  2156. //
  2157. //-----------------------------------------------------------
  2158. class STKamikazeInfo extends Info;
  2159.  
  2160. var Pawn SelfDestructor;
  2161. var int CountDown;
  2162.  
  2163. function Activate()
  2164. {
  2165.     // need to set the self destructor before it can activate
  2166.     SetTimer( 1.0, true );
  2167.     Timer();
  2168. }
  2169.  
  2170. function Timer()
  2171. {
  2172.     // each tick we need to send the user a countdown message
  2173.     if( SelfDestructor == none )
  2174.     {
  2175.         Destroy();
  2176.         return;
  2177.     }
  2178.  
  2179.     if (SelfDestructor.Role == ROLE_Authority)
  2180.     {
  2181.         // blow up if count down reached zero
  2182.         if( CountDown == 0 )
  2183.         {
  2184.             SelfDestructor.Spawn(class'STLargeExploder',,, SelfDestructor.Location, Rot(0,0,1)).BlowUp(SelfDestructor.Location);
  2185.             Destroy();
  2186.             return;
  2187.         }
  2188.         else
  2189.         {
  2190.             if( PlayerController(SelfDestructor.Controller) != none )
  2191.                 PlayerController(SelfDestructor.Controller).ReceiveLocalizedMessage( class'SpectralTandem.STKamikazeCountdownMessage', CountDown-1 );
  2192.         }
  2193.  
  2194.         CountDown--;
  2195.     }
  2196. }
  2197.  
  2198. ~class STKamikazeCountdownMessage extends LocalMessage;
  2199.  
  2200. var    localized string CountString[5];
  2201.  
  2202. static function string GetString(
  2203.     optional int Switch,
  2204.     optional PlayerReplicationInfo RelatedPRI_1,
  2205.     optional PlayerReplicationInfo RelatedPRI_2,
  2206.     optional Object OptionalObject
  2207.     )
  2208. {
  2209.     return Default.CountString[Switch];
  2210. }
  2211.  
  2212. static function int GetFontSize( int Switch, PlayerReplicationInfo RelatedPRI1, PlayerReplicationInfo RelatedPRI2, PlayerReplicationInfo LocalPlayer )
  2213. {
  2214.     if ( Switch == 1 )
  2215.         return 2;
  2216.     if ( Switch == 0 )
  2217.         return 3;
  2218.     return 1;
  2219. }
  2220.  
  2221. Çy 7o&class STLargeExploder extends Projectile;
  2222.  
  2223. // camera shakes //
  2224. var() vector ShakeRotMag;           // how far to rot view
  2225. var() vector ShakeRotRate;          // how fast to rot view
  2226. var() float  ShakeRotTime;          // how much time to rot the instigator's view
  2227. var() vector ShakeOffsetMag;        // max view offset vertically
  2228. var() vector ShakeOffsetRate;       // how fast to offset view vertically
  2229. var() float  ShakeOffsetTime;       // how much time to offset view
  2230.  
  2231. var class<Emitter> ExplosionEffectClass;
  2232.  
  2233. var byte Team;
  2234.  
  2235. function BeginPlay()
  2236. {
  2237.     Super.BeginPlay();
  2238.  
  2239.     if (Instigator != None)
  2240.         Team = Instigator.GetTeamNum();
  2241. }
  2242.  
  2243. simulated function PostBeginPlay()
  2244. {
  2245.     if ( bDeleteMe || IsInState('Dying') )
  2246.         return;
  2247.  
  2248.     Super.PostBeginPlay();
  2249. }
  2250.  
  2251. function BlowUp(vector HitLocation)
  2252. {
  2253.     Spawn(ExplosionEffectClass,,, HitLocation, Rot(0,16384,0));
  2254.     MakeNoise(1.0);
  2255.     SetPhysics(PHYS_None);
  2256.     bHidden = true;
  2257.     GotoState('Dying');
  2258. }
  2259.  
  2260. state Dying
  2261. {
  2262.     function BeginState()
  2263.     {
  2264.         bHidden = true;
  2265.         SetPhysics(PHYS_None);
  2266.         SetCollision(false,false,false);
  2267.         Spawn(class'IonCore',,, Location, Rotation);
  2268.         ShakeView();
  2269.         InitialState = 'Dying';
  2270.     }
  2271.  
  2272.     function ShakeView()
  2273.     {
  2274.         local Controller C;
  2275.         local PlayerController PC;
  2276.         local float Dist, Scale;
  2277.  
  2278.         for ( C=Level.ControllerList; C!=None; C=C.NextController )
  2279.         {
  2280.             PC = PlayerController(C);
  2281.             if ( PC != None && PC.ViewTarget != None )
  2282.             {
  2283.                 Dist = VSize(Location - PC.ViewTarget.Location);
  2284.                 if ( Dist < DamageRadius * 2.0)
  2285.                 {
  2286.                     if (Dist < DamageRadius)
  2287.                         Scale = 1.0;
  2288.                     else
  2289.                         Scale = (DamageRadius*2.0 - Dist) / (DamageRadius);
  2290.                     C.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime);
  2291.                 }
  2292.             }
  2293.         }
  2294.     }
  2295.  
  2296. Begin:
  2297.     PlaySound(sound'WeaponSounds.redeemer_explosionsound');
  2298.     HurtRadius(Damage, DamageRadius*0.125, MyDamageType, MomentumTransfer, Location);
  2299.     Sleep(0.5);
  2300.     HurtRadius(Damage, DamageRadius*0.300, MyDamageType, MomentumTransfer, Location);
  2301.     Sleep(0.2);
  2302.     HurtRadius(Damage, DamageRadius*0.475, MyDamageType, MomentumTransfer, Location);
  2303.     Sleep(0.2);
  2304.     HurtRadius(Damage, DamageRadius*0.650, MyDamageType, MomentumTransfer, Location);
  2305.     Sleep(0.2);
  2306.     HurtRadius(Damage, DamageRadius*0.825, MyDamageType, MomentumTransfer, Location);
  2307.     Sleep(0.2);
  2308.     HurtRadius(Damage, DamageRadius*1.000, MyDamageType, MomentumTransfer, Location);
  2309.     Destroy();
  2310. }
  2311.  
  2312. ≥m w R` ½b2`lº7`ké,6┘l`ü*6┘l`'      l^l▄û^7`╥é,6┘l`ü*6┘^`'      ^Ñ^v^%Hû^l>é,6┘l`ü*6┘^`'      ^Ñ^π      l G`Ç╓iclass STLegShotMessage extends LocalMessage;
  2313.  
  2314. var(Messages)    localized string     LegshotString;
  2315. var(Messages)    localized string     LegshotVictimString;
  2316.  
  2317. static function string GetString(
  2318.     optional int Switch,
  2319.     optional PlayerReplicationInfo RelatedPRI_1,
  2320.     optional PlayerReplicationInfo RelatedPRI_2,
  2321.     optional Object OptionalObject
  2322.     )
  2323. {
  2324.     if( switch == 0 )
  2325.         return Default.LegshotString;
  2326.     else
  2327.         return Default.LegshotVictimString;
  2328. }
  2329.  
  2330. static simulated function ClientReceive(
  2331.     PlayerController P,
  2332.     optional int Switch,
  2333.     optional PlayerReplicationInfo RelatedPRI_1,
  2334.     optional PlayerReplicationInfo RelatedPRI_2,
  2335.     optional Object OptionalObject
  2336.     )
  2337. {
  2338.     Super.ClientReceive(P, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject);
  2339.  
  2340.     if( switch == 0 )
  2341.     {
  2342.         if( P.RewardAnnouncer != none )
  2343.         {
  2344.             P.RewardAnnouncer.AlternateFallbackSoundPackage = "STSounds";
  2345.             P.PlayRewardAnnouncement('LegShot',1);
  2346.         }
  2347.     }
  2348. }
  2349.  
  2350. @╣`class STRocketLauncher extends RocketLauncher;
  2351.  
  2352. function Projectile SpawnProjectile(Vector Start, Rotator Dir)
  2353. {
  2354.     local RocketProj Rocket;
  2355.     local STSeekingRocketProj SeekingRocket;
  2356.     local bot B;
  2357.  
  2358.     bBreakLock = true;
  2359.  
  2360.     // decide if bot should be locked on
  2361.     B = Bot(Instigator.Controller);
  2362.     if ( (B != None) && (B.Skill > 2 + 5 * FRand()) && (FRand() < 0.6)
  2363.         && (B.Target == B.Enemy) && (VSize(B.Enemy.Location - B.Pawn.Location) > 2000 + 2000 * FRand())
  2364.         && (Level.TimeSeconds - B.LastSeenTime < 0.4) && (Level.TimeSeconds - B.AcquireTime > 1.0) )
  2365.     {
  2366.         bLockedOn = true;
  2367.         SeekTarget = B.Enemy;
  2368.     }
  2369.  
  2370.     if (bLockedOn && SeekTarget != None)
  2371.     {
  2372.         SeekingRocket = Spawn(class'STSeekingRocketProj',,, Start, Dir);
  2373.         SeekingRocket.Seeking = SeekTarget;
  2374.         if ( B != None )
  2375.         {
  2376.             //log("LOCKED");
  2377.             bLockedOn = false;
  2378.             SeekTarget = None;
  2379.         }
  2380.         return SeekingRocket;
  2381.     }
  2382.     else
  2383.     {
  2384.         Rocket = Spawn(class'RocketProj',,, Start, Dir);
  2385.         return Rocket;
  2386.     }
  2387. }
  2388.  
  2389. πv cP6lH ½b2gM ½ °τc     6╚M Gσe qFG4'vgw.├q*géw.q═*8Ü.q═Q¢'σq GgÇ╓ÇπkSV≡ü-╓-├' .Ö╤êûµ%τ¿¿¿¿warning:9V¢linkgun had9Sµlinksµ%∙µ,╬╫éE(ä▒┴û9:¢╟9:$╣┴kOKHG*cKHG⌡«⌡9?ɵ,·÷û9:¢╟9:$╫r╗*/╤a9 ┤D╓╒ééüD-╩wDá*rDá¢╗D╓10÷w╗*╞╗╪w╞*╢⌡└?FÜ9:¢╟9:$J-█#Θ9?°.뢥Fééw* w.⌐├╚*$w├╚ÿ* ééF├╚ÿqéw├╚ÿ▌*@├╚ÿ▌j$-╓:░ß╪├╚ÿ ù*⌡╤<anA├╚ÿ ù*'═r├╚ÿ■├╚ÿxw■╞├╚ÿ#a+9P╪■ ù*KΓ╪■ ù*r■├╚ÿ-t'FFr■├╚ÿ-t'w╞*o╫╞ ù╒╞α#?Ü9:¢╟9:$LΓ╪o*äää░█LK≡ÿ╞┌%╞-╩▒ß╪o*½└?⌡*τr╞*½w.뢥*g-├┼*╧-├(ùm6╡┼Æ6╡┼6╡¢ πs½`ΩEk& 6╡ε6╡┼í6╡┼9Ds#ü 6╡ε6╡┼6╡┼6╡εε*╧üó6╡┼9Dsü 6╡ε6╡┼6╡┼6╡εε*╧6╡┼ô6╡┼6╡¢ π╩mε*╧6╡┼Æ6╡┼6╡¢ π:r¢¥⌠*{9P╪¢¥ ∩*i{9P╪¢¥⌠ ù*6╡{6╡┼6╡┼ô6╡┼6╡¢ π┴{^*╧K99{o╫*╒⌡K╤anAo*'8    éw*w¢fnC    fob    w╗*╗ ╨fß
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  2400. è u$ ?t$÷(|?pclass STSeekingRocketProj extends SeekingRocketProj;
  2401.  
  2402. simulated function Timer()
  2403. {
  2404.     local vector ForceDir;
  2405.     local float VelMag;
  2406.  
  2407.     if ( InitialDir == vect(0,0,0) )
  2408.         InitialDir = Normal(Velocity);
  2409.  
  2410.     Acceleration = vect(0,0,0);
  2411.     Super.Timer();
  2412.     if ( (Seeking != None) && (Seeking != Instigator) )
  2413.     {
  2414.         // Do normal guidance to target.
  2415.         ForceDir = Seeking.Location - Location;
  2416.  
  2417.         // give target a chance to dodge, when missile is within 75 units, take lock off
  2418.         if( VSize( ForceDir ) < 75 )
  2419.             Seeking = none;
  2420.         else
  2421.         {
  2422.             VelMag = VSize(Velocity);
  2423.  
  2424.             ForceDir = Normal(ForceDir * 0.8 * VelMag + Velocity);
  2425.             Velocity =  VelMag * ForceDir;
  2426.             Acceleration += 5 * ForceDir;
  2427.  
  2428.             // Update rocket so it faces in the direction its going.
  2429.             SetRotation(rotator(Velocity));
  2430.         }
  2431.     }
  2432. }
  2433. δ{ y*?ëc|%^û|7·Téw.    |·*!z.    |·▄y'Ñ|( GEÇ|Ç·q-    ª}· ½b2qk%zûk7╦B7·7·Æ7·&B·     hk╦Ñk G@╣╠Fj,Bäää|jDUP |jSP
  2434. |j|jUNLOCK GÇv//-----------------------------------------------------------
  2435. //
  2436. //-----------------------------------------------------------
  2437. class STProxGrenadeFire extends ONSGrenadeFire;
  2438.  
  2439. ≡HMR` ½b2dfº7dké,6┘fdü*6┘fd'      fXf▄ûX7d╥é,6┘fdü*6┘Xd'      XÑXvX%HûXf>é,6┘fdü*6┘Xd'      XÑXπ      f G class STTeamRoster extends xTeamRoster 
  2440.     DependsOn(xUtil); 
  2441.  
  2442. function PostBeginPlay() 
  2443.     local array<xUtil.PlayerRecord> PlayerRecords; 
  2444.     local int i,j; 
  2445.  
  2446.     Super.PostBeginPlay(); 
  2447.  
  2448.     // add RosterNames to roster 
  2449.     class'xUtil'.static.GetPlayerList(PlayerRecords); 
  2450.     for ( i=0; i<RosterNames.Length; i++ ) 
  2451.     { 
  2452.         j = Roster.Length; 
  2453.         Roster.Length = Roster.Length + 1; 
  2454.         Roster[j] = class'STRosterEntry'.Static.CreateRosterEntryCharacter(RosterNames[i]); 
  2455.     } 
  2456.  
  2457. function bool AvailableRecord(string MenuString) 
  2458.     return ( (MenuString ~= "DUP") || (MenuString ~= "SP") || (MenuString ~= "") || (MenuString ~= "UNLOCK") ); 
  2459.  
  2460. function RosterEntry GetRandomPlayer() 
  2461.     local array<xUtil.PlayerRecord> PlayerRecords; 
  2462.     local int r,i; 
  2463.  
  2464.     class'xUtil'.static.GetPlayerList(PlayerRecords); 
  2465.     r = Rand(PlayerRecords.Length); 
  2466.  
  2467.     if ( AvailableRecord(PlayerRecords[r].Menu) && !AlreadyExistsEntry(PlayerRecords[r].DefaultName,true) ) 
  2468.     return class'STRosterEntry'.Static.CreateRosterEntry(r); 
  2469.  
  2470.     for ( i=r; i<PlayerRecords.Length; i++ ) 
  2471.     if ( AvailableRecord(PlayerRecords[r].Menu) && !AlreadyExistsEntry(PlayerRecords[i].DefaultName,true) ) 
  2472.     return class'STRosterEntry'.Static.CreateRosterEntry(i); 
  2473.  
  2474.     for ( i=0; i<r; i++ ) 
  2475.     if ( AvailableRecord(PlayerRecords[r].Menu) && !AlreadyExistsEntry(PlayerRecords[i].DefaultName,true) ) 
  2476.     return class'STRosterEntry'.Static.CreateRosterEntry(i); 
  2477.  
  2478.     return class'STRosterEntry'.Static.CreateRosterEntry(r); 
  2479.  
  2480.  
  2481. function RosterEntry GetNamedBot(string botName) 
  2482.     local array<xUtil.PlayerRecord> PlayerRecords; 
  2483.     local xUtil.PlayerRecord PR; 
  2484.  
  2485.     class'xUtil'.static.GetPlayerList(PlayerRecords); 
  2486.     PR = class'xUtil'.static.FindPlayerRecord(botName); 
  2487.     return class'STRosterEntry'.Static.CreateRosterEntry(PR.RecordIndex); 
  2488.  
  2489. function bool AlreadyExistsEntry(string CharacterName, bool bNoRecursion) 
  2490.     local int i; 
  2491.  
  2492.     for ( i=0; i<Roster.Length; i++ ) 
  2493.     if ( (STRosterEntry(Roster[i]) != None) && (STRosterEntry(Roster[i]).PlayerName == CharacterName) ) 
  2494.     return true; 
  2495.  
  2496.     return false; 
  2497. dÇ╓@╣φLq}        Ç          2Oo¢Uφa╩E/    ,╚╓ô½àjΦaô½àjΦaô    ,╚╓ô½àjΦaô    ,╚╓ô    ,╚╓ô    ,╚╓ô    ,╚╓ô½àjΦaô    ,╚╓3è╔KLP6oH ½b2oh ½ °τL     6╚h GoÇ╓^class STRosterEntry extends RosterEntry 
  2498.     dependsOn(xUtil); 
  2499.  
  2500. var() xUtil.PlayerRecord PlrProfile;
  2501.  
  2502. static function STRosterEntry CreateRosterEntry(int prIdx) 
  2503.     local STRosterEntry xre; 
  2504.     local xUtil.PlayerRecord pr; 
  2505.  
  2506.     pr = class'xUtil'.static.GetPlayerRecord(prIdx); 
  2507.  
  2508.     xre = new(None) class'STRosterEntry'; 
  2509.     xre.PlayerName = pr.DefaultName; 
  2510.     xre.PawnClassName = "SpectralTandem.STPawn"; 
  2511.     xre.PlrProfile = pr; 
  2512.     xre.Init(); 
  2513.  
  2514.     return xre; 
  2515.  
  2516. static function STRosterEntry CreateRosterEntryCharacter(string CharName) 
  2517.     local STRosterEntry xre; 
  2518.     local xUtil.PlayerRecord pr; 
  2519.  
  2520.     pr = class'xUtil'.static.FindPlayerRecord(CharName); 
  2521.  
  2522.     xre = new(None) class'STRosterEntry'; 
  2523.     xre.PlayerName = pr.DefaultName; 
  2524.     xre.PawnClassName = "SpectralTandem.STPawn"; 
  2525.     xre.PlrProfile = pr; 
  2526.     xre.Init(); 
  2527.  
  2528.     return xre; 
  2529. }
  2530.  
  2531.  
  2532. function PrecacheRosterFor(UnrealTeamInfo T)
  2533. {
  2534.      if ( PlrProfile.Species == None )
  2535.     {
  2536.         warn("Could not load species "$PlrProfile.Species$" for "$PlrProfile.DefaultName);
  2537.         return;
  2538.     }
  2539.  
  2540.     PlrProfile.Species.static.LoadResources( PlrProfile, T.Level, None, T.TeamIndex );
  2541. }
  2542.  
  2543. function InitBot(Bot B)
  2544. {
  2545.     B.SetPawnClass(PawnClassName, PlayerName);
  2546.         
  2547.     // Set bot attributes based on the PlayerRecord
  2548.     CombatStyle    = FClamp(class'Bot'.Default.CombatStyle + float(PlrProfile.CombatStyle),-1,1);    
  2549.     Aggressiveness = FClamp(class'Bot'.Default.BaseAggressiveness +float(PlrProfile.Aggressiveness),0,1);
  2550.     Accuracy        = FClamp(float(PlrProfile.Accuracy),-4,4);
  2551.     StrafingAbility = FClamp(float(PlrProfile.StrafingAbility),-4,4);
  2552.     Tactics         = FClamp(float(PlrProfile.Tactics),-4,4);
  2553.     ReactionTime    = FClamp(float(PlrProfile.ReactionTime),-4,4);
  2554.     if ( PlrProfile.FavoriteWeapon == "" )
  2555.         FavoriteWeapon = None;
  2556.     else
  2557.         FavoriteWeapon = class<Weapon>(DynamicLoadObject(PlrProfile.FavoriteWeapon,class'Class'));
  2558.     Jumpiness = float(PlrProfile.Jumpiness);
  2559.     
  2560.        Super.InitBot(B);
  2561. }
  2562.  
  2563. Wá//-----------------------------------------------------------
  2564. //
  2565. //-----------------------------------------------------------
  2566. class STLinkFire extends LinkFire;
  2567.  
  2568. simulated function ModeTick(float dt)
  2569. {
  2570.     local Vector StartTrace, EndTrace, V, X, Y, Z;
  2571.     local Vector HitLocation, HitNormal, EndEffect;
  2572.     local Actor Other;
  2573.     local Rotator Aim;
  2574.     local LinkGun LinkGun;
  2575.     local float Step, ls;
  2576.     local bot B;
  2577.     local bool bShouldStop, bIsHealingObjective;
  2578.     local int AdjustedDamage;
  2579.     local LinkBeamEffect LB;
  2580.     local DestroyableObjective HealObjective;
  2581.     local Vehicle LinkedVehicle;
  2582.  
  2583.     if ( !bIsFiring )
  2584.     {
  2585.         bInitAimError = true;
  2586.         return;
  2587.     }
  2588.  
  2589.     LinkGun = LinkGun(Weapon);
  2590.  
  2591.     if ( LinkGun.Links < 0 )
  2592.     {
  2593.         log("warning:"@Instigator@"linkgun had"@LinkGun.Links@"links");
  2594.         LinkGun.Links = 0;
  2595.     }
  2596.  
  2597.     ls = LinkScale[Min(LinkGun.Links,5)];
  2598.  
  2599.     if ( myHasAmmo(LinkGun) && ((UpTime > 0.0) || (Instigator.Role < ROLE_Authority)) )
  2600.     {
  2601.         UpTime -= dt;
  2602.  
  2603.         // the to-hit trace always starts right in front of the eye
  2604.         LinkGun.GetViewAxes(X, Y, Z);
  2605.         StartTrace = GetFireStart( X, Y, Z);
  2606.         TraceRange = default.TraceRange + LinkGun.Links*250;
  2607.  
  2608.         if ( Instigator.Role < ROLE_Authority )
  2609.         {
  2610.             if ( Beam == None )
  2611.                 ForEach Weapon.DynamicActors(class'LinkBeamEffect', LB )
  2612.                     if ( !LB.bDeleteMe && (LB.Instigator != None) && (LB.Instigator == Instigator) )
  2613.                     {
  2614.                         Beam = LB;
  2615.                         break;
  2616.                     }
  2617.  
  2618.             if ( Beam != None )
  2619.                 LockedPawn = Beam.LinkedPawn;
  2620.         }
  2621.  
  2622.         if ( LockedPawn != None )
  2623.             TraceRange *= 1.5;
  2624.  
  2625.         if ( Instigator.Role == ROLE_Authority )
  2626.         {
  2627.             if ( bDoHit )
  2628.                 LinkGun.ConsumeAmmo(ThisModeNum, AmmoPerFire);
  2629.  
  2630.             B = Bot(Instigator.Controller);
  2631.             if ( (B != None) && (PlayerController(B.Squad.SquadLeader) != None) && (B.Squad.SquadLeader.Pawn != None) )
  2632.             {
  2633.                 if ( IsLinkable(B.Squad.SquadLeader.Pawn)
  2634.                     && (B.Squad.SquadLeader.Pawn.Weapon != None && B.Squad.SquadLeader.Pawn.Weapon.GetFireMode(1).bIsFiring)
  2635.                     && (VSize(B.Squad.SquadLeader.Pawn.Location - StartTrace) < TraceRange) )
  2636.                 {
  2637.                     Other = Weapon.Trace(HitLocation, HitNormal, B.Squad.SquadLeader.Pawn.Location, StartTrace, true);
  2638.                     if ( Other == B.Squad.SquadLeader.Pawn )
  2639.                     {
  2640.                         B.Focus = B.Squad.SquadLeader.Pawn;
  2641.                         if ( B.Focus != LockedPawn )
  2642.                             SetLinkTo(B.Squad.SquadLeader.Pawn);
  2643.                         B.SetRotation(Rotator(B.Focus.Location - StartTrace));
  2644.                          X = Normal(B.Focus.Location - StartTrace);
  2645.                      }
  2646.                      else if ( B.Focus == B.Squad.SquadLeader.Pawn )
  2647.                         bShouldStop = true;
  2648.                 }
  2649.                  else if ( B.Focus == B.Squad.SquadLeader.Pawn )
  2650.                     bShouldStop = true;
  2651.             }
  2652.         }
  2653.  
  2654.         if ( LockedPawn != None )
  2655.         {
  2656.             EndTrace = LockedPawn.Location + LockedPawn.BaseEyeHeight*Vect(0,0,0.5); // beam ends at approx gun height
  2657.             if ( Instigator.Role == ROLE_Authority )
  2658.             {
  2659.                 V = Normal(EndTrace - StartTrace);
  2660.                 if ( (V dot X < LinkFlexibility) || LockedPawn.Health <= 0 || LockedPawn.bDeleteMe || (VSize(EndTrace - StartTrace) > 1.5 * TraceRange) )
  2661.                 {
  2662.                     SetLinkTo( None );
  2663.                 }
  2664.             }
  2665.         }
  2666.  
  2667.         if ( LockedPawn == None )
  2668.         {
  2669.             if ( Bot(Instigator.Controller) != None )
  2670.             {
  2671.                 if ( bInitAimError )
  2672.                 {
  2673.                     CurrentAimError = AdjustAim(StartTrace, AimError);
  2674.                     bInitAimError = false;
  2675.                 }
  2676.                 else
  2677.                 {
  2678.                     BoundError();
  2679.                     CurrentAimError.Yaw = CurrentAimError.Yaw + Instigator.Rotation.Yaw;
  2680.                 }
  2681.  
  2682.                 // smooth aim error changes
  2683.                 Step = 7500.0 * dt;
  2684.                 if ( DesiredAimError.Yaw ClockWiseFrom CurrentAimError.Yaw )
  2685.                 {
  2686.                     CurrentAimError.Yaw += Step;
  2687.                     if ( !(DesiredAimError.Yaw ClockWiseFrom CurrentAimError.Yaw) )
  2688.                     {
  2689.                         CurrentAimError.Yaw = DesiredAimError.Yaw;
  2690.                         DesiredAimError = AdjustAim(StartTrace, AimError);
  2691.                     }
  2692.                 }
  2693.                 else
  2694.                 {
  2695.                     CurrentAimError.Yaw -= Step;
  2696.                     if ( DesiredAimError.Yaw ClockWiseFrom CurrentAimError.Yaw )
  2697.                     {
  2698.                         CurrentAimError.Yaw = DesiredAimError.Yaw;
  2699.                         DesiredAimError = AdjustAim(StartTrace, AimError);
  2700.                     }
  2701.                 }
  2702.                 CurrentAimError.Yaw = CurrentAimError.Yaw - Instigator.Rotation.Yaw;
  2703.                 if ( BoundError() )
  2704.                     DesiredAimError = AdjustAim(StartTrace, AimError);
  2705.                 CurrentAimError.Yaw = CurrentAimError.Yaw + Instigator.Rotation.Yaw;
  2706.  
  2707.                 if ( Instigator.Controller.Target == None )
  2708.                     Aim = Rotator(Instigator.Controller.FocalPoint - StartTrace);
  2709.                 else
  2710.                     Aim = Rotator(Instigator.Controller.Target.Location - StartTrace);
  2711.  
  2712.                 Aim.Yaw = CurrentAimError.Yaw;
  2713.  
  2714.                 // save difference
  2715.                 CurrentAimError.Yaw = CurrentAimError.Yaw - Instigator.Rotation.Yaw;
  2716.             }
  2717.             else
  2718.                 Aim = GetPlayerAim(StartTrace, AimError);
  2719.  
  2720.             X = Vector(Aim);
  2721.             EndTrace = StartTrace + TraceRange * X;
  2722.         }
  2723.  
  2724.         Other = Weapon.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true);
  2725.         if ( Other != None && Other != Instigator )
  2726.             EndEffect = HitLocation;
  2727.         else
  2728.             EndEffect = EndTrace;
  2729.  
  2730.         if ( Beam != None )
  2731.             Beam.EndEffect = EndEffect;
  2732.  
  2733.         if ( Instigator.Role < ROLE_Authority )
  2734.         {
  2735.             if ( LinkGun.ThirdPersonActor != None )
  2736.             {
  2737.                 if ( LinkGun.Linking || ((Other != None) && (Instigator.PlayerReplicationInfo.Team != None) && Other.TeamLink(Instigator.PlayerReplicationInfo.Team.TeamIndex)) )
  2738.                 {
  2739.                     if (Instigator.PlayerReplicationInfo.Team == None || Instigator.PlayerReplicationInfo.Team.TeamIndex == 0)
  2740.                         LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Red );
  2741.                     else
  2742.                         LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Blue );
  2743.                 }
  2744.                 else
  2745.                 {
  2746.                     if ( LinkGun.Links > 0 )
  2747.                         LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Gold );
  2748.                     else
  2749.                         LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Green );
  2750.                 }
  2751.             }
  2752.             return;
  2753.         }
  2754.         if ( Other != None && Other != Instigator )
  2755.         {
  2756.             // target can be linked to
  2757.             if ( IsLinkable(Other) )
  2758.             {
  2759.                 if ( Other != lockedpawn )
  2760.                 {
  2761.                     if( ASTurret_Base(Other) != none )
  2762.                         SetLinkTo( Pawn(Other.Owner) );
  2763.                     else
  2764.                         SetLinkTo( Pawn(Other) );
  2765.                 }
  2766.  
  2767.                 if ( lockedpawn != None )
  2768.                     LinkBreakTime = LinkBreakDelay;
  2769.             }
  2770.             else
  2771.             {
  2772.                 // stop linking
  2773.                 if ( lockedpawn != None )
  2774.                 {
  2775.                     if ( LinkBreakTime <= 0.0 )
  2776.                         SetLinkTo( None );
  2777.                     else
  2778.                         LinkBreakTime -= dt;
  2779.                 }
  2780.  
  2781.                 // beam is updated every frame, but damage is only done based on the firing rate
  2782.                 if ( bDoHit )
  2783.                 {
  2784.                     if ( Beam != None )
  2785.                         Beam.bLockedOn = false;
  2786.  
  2787.                     Instigator.MakeNoise(1.0);
  2788.  
  2789.                     AdjustedDamage = AdjustLinkDamage( LinkGun, Other, Damage );
  2790.  
  2791.                     if ( !Other.bWorldGeometry )
  2792.                     {
  2793.                         if ( Level.Game.bTeamGame && Pawn(Other) != None && Pawn(Other).PlayerReplicationInfo != None
  2794.                             && Pawn(Other).PlayerReplicationInfo.Team == Instigator.PlayerReplicationInfo.Team) // so even if friendly fire is on you can't hurt teammates
  2795.                             AdjustedDamage = 0;
  2796.  
  2797.                         HealObjective = DestroyableObjective(Other);
  2798.                         if ( HealObjective == None )
  2799.                             HealObjective = DestroyableObjective(Other.Owner);
  2800.                         if ( HealObjective != None && HealObjective.TeamLink(Instigator.GetTeamNum()) )
  2801.                         {
  2802.                             SetLinkTo(None);
  2803.                             bIsHealingObjective = true;
  2804.                             if (!HealObjective.HealDamage(AdjustedDamage, Instigator.Controller, DamageType))
  2805.                                 LinkGun.ConsumeAmmo(ThisModeNum, -AmmoPerFire);
  2806.                         }
  2807.                         else
  2808.                             // cut the damage down because the slow down effect is dangerous enough
  2809.                             Other.TakeDamage( 0.5 * AdjustedDamage, Instigator, HitLocation, MomentumTransfer*X, DamageType);
  2810.  
  2811.                         if ( Beam != None )
  2812.                             Beam.bLockedOn = true;
  2813.                     }
  2814.                 }
  2815.             }
  2816.         }
  2817.  
  2818.         // vehicle healing
  2819.         LinkedVehicle = Vehicle(LockedPawn);
  2820.         if ( LinkedVehicle != None && bDoHit )
  2821.         {
  2822.             AdjustedDamage = Damage * (1.5*Linkgun.Links+1) * Instigator.DamageScaling;
  2823.             if (Instigator.HasUDamage())
  2824.                 AdjustedDamage *= 2;
  2825.             if (!LinkedVehicle.HealDamage(AdjustedDamage, Instigator.Controller, DamageType))
  2826.                 LinkGun.ConsumeAmmo(ThisModeNum, -AmmoPerFire);
  2827.         }
  2828.         LinkGun(Weapon).Linking = (LockedPawn != None) || bIsHealingObjective;
  2829.  
  2830.         if ( bShouldStop )
  2831.             B.StopFiring();
  2832.         else
  2833.         {
  2834.             // beam effect is created and destroyed when firing starts and stops
  2835.             if ( (Beam == None) && bIsFiring )
  2836.             {
  2837.                 Beam = Weapon.Spawn( BeamEffectClass, Instigator );
  2838.                 // vary link volume to make sure it gets replicated (in case owning player changed it client side)
  2839.                 if ( SentLinkVolume == Default.LinkVolume )
  2840.                     SentLinkVolume = Default.LinkVolume + 1;
  2841.                 else
  2842.                     SentLinkVolume = Default.LinkVolume;
  2843.             }
  2844.  
  2845.             if ( Beam != None )
  2846.             {
  2847.                 if ( LinkGun.Linking || ((Other != None) && (Instigator.PlayerReplicationInfo.Team != None) && Other.TeamLink(Instigator.PlayerReplicationInfo.Team.TeamIndex)) )
  2848.                 {
  2849.                     Beam.LinkColor = Instigator.PlayerReplicationInfo.Team.TeamIndex + 1;
  2850.                     if ( LinkGun.ThirdPersonActor != None )
  2851.                     {
  2852.                         if ( Instigator.PlayerReplicationInfo.Team == None || Instigator.PlayerReplicationInfo.Team.TeamIndex == 0 )
  2853.                             LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Red );
  2854.                         else
  2855.                             LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Blue );
  2856.                     }
  2857.                 }
  2858.                 else
  2859.                 {
  2860.                     Beam.LinkColor = 0;
  2861.                     if ( LinkGun.ThirdPersonActor != None )
  2862.                     {
  2863.                         if ( LinkGun.Links > 0 )
  2864.                             LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Gold );
  2865.                         else
  2866.                             LinkAttachment(LinkGun.ThirdPersonActor).SetLinkColor( LC_Green );
  2867.                     }
  2868.                 }
  2869.  
  2870.                 Beam.Links = LinkGun.Links;
  2871.                 Instigator.AmbientSound = BeamSounds[Min(Beam.Links,3)];
  2872.                 Instigator.SoundVolume = SentLinkVolume;
  2873.                 Beam.LinkedPawn = LockedPawn;
  2874.                 Beam.bHitSomething = (Other != None);
  2875.                 Beam.EndEffect = EndEffect;
  2876.             }
  2877.         }
  2878.     }
  2879.     else
  2880.         StopFiring();
  2881.  
  2882.     bStartFire = false;
  2883.     bDoHit = false;
  2884. }
  2885.  
  2886. function bool IsLinkable(Actor Other)
  2887. {
  2888.     // the turret base blocks the specialist from sometimes repairing the turret
  2889.     if( ASTurret_Base(Other) != none )
  2890.     {
  2891.         if( STTurret(Other.Owner) != none && STTurret(Other.Owner).OwnerPawn.GetTeamNum() == Instigator.GetTeamNum() )
  2892.         {
  2893.             return true;
  2894.         }
  2895.     }
  2896.  
  2897.     return super.IsLinkable(Other);
  2898. }
  2899.  
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  2909. //
  2910. //-----------------------------------------------------------
  2911. class STRedeemer extends Redeemer;
  2912.  
  2913. VÇ╧Wz        └          6Y≡E±«╧ %EG
  2914. è ╥QN
  2915. │q!Ü▌%*Y╤a o QVzwY*╢Y√┬ Y }▌Yp▌%¬ÿ╤ bΘ%╤TY G\Og╡ô.O
  2916. $&Vanguard
  2917. 6,Specialist
  2918. D,Ranger
  2919. X,Sharpshooter
  2920. j,Juggernaut
  2921. y,Ravager
  2922. è,Biologist
  2923.    G` 7YÇ¡V8//-----------------------------------------------------------
  2924. //
  2925. //-----------------------------------------------------------
  2926. class STRedFlag extends CTFFlag;
  2927.  
  2928. #exec OBJ LOAD FILE=XGameShaders.utx
  2929. #exec OBJ LOAD FILE=XGameShaders2004.utx
  2930. #exec OBJ LOAD FILE=TeamSymbols_UT2003.utx
  2931.  
  2932. var vector PreviousLocation;
  2933.  
  2934. replication
  2935. {
  2936.     reliable if( Role<ROLE_Authority )
  2937.         PreviousLocation;
  2938. }
  2939.  
  2940. simulated function PostBeginPlay()
  2941. {
  2942.     Super.PostBeginPlay();
  2943.  
  2944.     LoopAnim('flag',0.8);
  2945.     SimAnim.bAnimLoop = true;
  2946. }
  2947.  
  2948. event FellOutOfWorld(eKillZType KillType)
  2949. {
  2950.     // if the previous holder was on the same team, he's trying to return the flag by dropping it out of the world
  2951.     if( OldHolder != none && OldHolder.GetTeamNum() == 0 )
  2952.     {
  2953.         if( PreviousLocation != HomeBase.Location )
  2954.         {
  2955.             if( SetLocation(PreviousLocation))
  2956.             {
  2957.                 PreviousLocation = HomeBase.Location;
  2958.                 return;
  2959.             }
  2960.         }
  2961.     }
  2962.  
  2963.     super.FellOutOfWorld( KillType );
  2964. }
  2965.  
  2966. function bool ValidHolder(Actor other)
  2967. {
  2968.     // only valid if the player doesn't already have a flag
  2969.     if( Pawn(other) != none && Pawn(other).PlayerReplicationInfo != none && Pawn(other).PlayerReplicationInfo.HasFlag != none )
  2970.     {
  2971.         if( Pawn(other).GetTeamNum() == TeamNum && IsHome() )
  2972.             return super.ValidHolder( other );
  2973.         else
  2974.             return false;
  2975.     }
  2976.  
  2977.     return super.ValidHolder( other );
  2978. }
  2979.  
  2980. state Held
  2981. {
  2982.     function BeginState()
  2983.     {
  2984.         if( Holder == none )
  2985.         {
  2986.             UnrealMPGameInfo(Level.Game).GameEvent("flag_returned_timeout",""$Team.TeamIndex,None);
  2987.             BroadcastLocalizedMessage( MessageClass, 3, None, None, Team );
  2988.             SendHome();
  2989.             return;
  2990.         }
  2991.  
  2992.         if( Holder.GetTeamNum() == TeamNum )
  2993.             Level.Game.GameReplicationInfo.FlagState[TeamNum] = EFlagState.FLAG_HeldFriendly;
  2994.         else
  2995.             Level.Game.GameReplicationInfo.FlagState[TeamNum] = EFlagState.FLAG_HeldEnemy;
  2996.         bOnlyDrawIfAttached = true;
  2997.         bHeld = true;
  2998.         bCollideWorld = false;
  2999.         SetCollision(false, false, false);
  3000.         SetLocation(Holder.Location);
  3001.         Holder.HoldGameObject(self,GameObjBone);
  3002.         SetTimer(10.0, true);
  3003.     }
  3004. }
  3005.  
  3006. state Dropped
  3007. {
  3008.     function CheckFit()
  3009.     {
  3010.         local vector X,Y,Z;
  3011.  
  3012.         GetAxes(OldHolder.Rotation, X,Y,Z);
  3013.         SetRotation(rotator(-1 * X));
  3014.         if ( !SetLocation(OldHolder.Location - 2 * OldHolder.CollisionRadius * X + OldHolder.CollisionHeight * vect(0,0,0.5))
  3015.             && !SetLocation(OldHolder.Location) )
  3016.         {
  3017.             SetCollisionSize(0.8 * OldHolder.CollisionRadius, FMin(CollisionHeight, 0.8 * OldHolder.CollisionHeight));
  3018.             if ( !SetLocation(OldHolder.Location) )
  3019.             {
  3020.                 if( OldHolder.GetTeamNum() == 0 )
  3021.                 {
  3022.                     if( PreviousLocation != HomeBase.Location )
  3023.                     {
  3024.                         if( SetLocation(PreviousLocation))
  3025.                         {
  3026.                             PreviousLocation = HomeBase.Location;
  3027.                             return;
  3028.                         }
  3029.                     }
  3030.                 }
  3031.  
  3032.                 //log(self$" Drop sent flag home", 'Error');
  3033.                 UnrealMPGameInfo(Level.Game).GameEvent("flag_returned_timeout",""$Team.TeamIndex,None);
  3034.                 BroadcastLocalizedMessage( MessageClass, 3, None, None, Team );
  3035.                 SendHome();
  3036.                 return;
  3037.             }
  3038.         }
  3039.     }
  3040.  
  3041.     function CheckPain()
  3042.     {
  3043.         if (IsInPain())
  3044.         {
  3045.             // if the oldholder was on the same team, just return this flag to its previous pick-up point
  3046.             if( OldHolder.GetTeamNum() == 0 )
  3047.                 SetLocation(PreviousLocation);
  3048.             else
  3049.                 timer();
  3050.         }
  3051.     }
  3052.  
  3053.     function SameTeamTouch(Controller c)
  3054.     {
  3055.         // pick up your own flag and run it back to the base!
  3056.         if( c.PlayerReplicationInfo.HasFlag == none )
  3057.         {
  3058.             PreviousLocation = Location;
  3059.  
  3060.             SetHolder(c);
  3061.         }
  3062.     }
  3063. }
  3064.  
  3065. N|
  3066. εl╤ODqvå╤pn╫╫¢ ù╒6≥╤ █D╒½└?6Γ╤ █vn╫╫╫╫¢ ù¢ @╤╒6≥╤ █D╒½╤φ    6⌡╤ █q╒6Γ╤ █vD99rd╫N╒╪D╤aFUdN'┐ä¢9:Φ∙9:$r.⌐¢¥*╤!a ╩
  3067. ¢¥ Nr╘éw*w¢╕ü-∞(w.▄*y.▄W    FDÇ?pwy*y19D½9?╤∙¢F╒─D·╡σéw.ä*$.äZ    FDÇ?19D½9?╤∙¢F╒─D·╡åéw.*$.tFDÇ?19D½9?╤?¢F╒─D√âéw¢¥*w.¥*âü¢¥J.¥ w.<¢¥*.⌐¢¥%% V%¢¥ƒ**ow.<.¥*.⌐.¥*% V&.¥ƒ**.q╡&╤¢F╒─D√╤F╫F╒@U≤FdUΓ╪Ndié┌U#r.±*x╤a √ F9P╒9?    Uiwx*x ╞
  3068. N Ga 6c 5} class STDMRoster extends xDMRoster 
  3069.     DependsOn(xUtil); 
  3070.     
  3071. function PostBeginPlay() 
  3072.     local array<xUtil.PlayerRecord> PlayerRecords; 
  3073.     local int i,j; 
  3074.  
  3075.     Super.PostBeginPlay(); 
  3076.  
  3077.     // add RosterNames to roster 
  3078.     class'xUtil'.static.GetPlayerList(PlayerRecords); 
  3079.     for ( i=0; i<RosterNames.Length; i++ ) 
  3080.     { 
  3081.         j = Roster.Length; 
  3082.         Roster.Length = Roster.Length + 1; 
  3083.         Roster[j] = class'STRosterEntry'.Static.CreateRosterEntryCharacter(RosterNames[i]); 
  3084.     } 
  3085.  
  3086. function bool AvailableRecord(string MenuString) 
  3087.     return ( (MenuString ~= "DUP") || (MenuString ~= "SP") || (MenuString ~= "") || (MenuString ~= "UNLOCK") ); 
  3088.  
  3089. function RosterEntry GetRandomPlayer() 
  3090.     local array<xUtil.PlayerRecord> PlayerRecords; 
  3091.     local int r,i; 
  3092.  
  3093.     class'xUtil'.static.GetPlayerList(PlayerRecords); 
  3094.     r = Rand(PlayerRecords.Length); 
  3095.  
  3096.     if ( AvailableRecord(PlayerRecords[r].Menu) && !AlreadyExistsEntry(PlayerRecords[r].DefaultName,true) ) 
  3097.     return class'STRosterEntry'.Static.CreateRosterEntry(r); 
  3098.  
  3099.     for ( i=r; i<PlayerRecords.Length; i++ ) 
  3100.     if ( AvailableRecord(PlayerRecords[r].Menu) && !AlreadyExistsEntry(PlayerRecords[i].DefaultName,true) ) 
  3101.     return class'STRosterEntry'.Static.CreateRosterEntry(i); 
  3102.  
  3103.     for ( i=0; i<r; i++ ) 
  3104.     if ( AvailableRecord(PlayerRecords[r].Menu) && !AlreadyExistsEntry(PlayerRecords[i].DefaultName,true) ) 
  3105.     return class'STRosterEntry'.Static.CreateRosterEntry(i); 
  3106.  
  3107.     return class'STRosterEntry'.Static.CreateRosterEntry(r); 
  3108.  
  3109.  
  3110. function RosterEntry GetNamedBot(string botName) 
  3111.     local array<xUtil.PlayerRecord> PlayerRecords; 
  3112.     local xUtil.PlayerRecord PR; 
  3113.  
  3114.     class'xUtil'.static.GetPlayerList(PlayerRecords); 
  3115.     PR = class'xUtil'.static.FindPlayerRecord(botName); 
  3116.     return class'STRosterEntry'.Static.CreateRosterEntry(PR.RecordIndex); 
  3117.  
  3118. function bool AlreadyExistsEntry(string CharacterName, bool bNoRecursion) 
  3119.     local int i; 
  3120.  
  3121.     for ( i=0; i<Roster.Length; i++ ) 
  3122.     if ( (STRosterEntry(Roster[i]) != None) && (STRosterEntry(Roster[i]).PlayerName == CharacterName) ) 
  3123.         return true; 
  3124.  
  3125.     return false; 
  3126. d 4e 3h 2αbCx        Ç          2f░6αZα╓1╨+    ,╚╓ô½àjΦaô½àjΦaô    ,╚╓ô½àjΦaô    ,╚╓ô    ,╚╓ô    ,╚╓ô    ,╚╓ô½àjΦaô    ,╚╓3èz//-----------------------------------------------------------
  3127. //
  3128. //-----------------------------------------------------------
  3129. class STBioRifle extends BioRifle;
  3130.  
  3131. const PC_BIOLOGIST = 7;
  3132.  
  3133. // AI Interface
  3134. function float GetAIRating()
  3135. {
  3136.     local Bot B;
  3137.  
  3138.     B = Bot(Instigator.Controller);
  3139.     if ( (B == None) || (B.Enemy == None) )
  3140.         return AIRating;
  3141.  
  3142.     if( STPlayerReplicationInfo(B.Enemy.PlayerReplicationInfo) != none && STPlayerReplicationInfo(B.Enemy.PlayerReplicationInfo).PlayerClass == PC_BIOLOGIST )
  3143.         return 0.1;
  3144.  
  3145.     return super.GetAIRating();
  3146. }
  3147.  
  3148.  1╚gO    w        └          6    iw40P╚╓i├ä█╧ì#ëü{%>ëü{%>ä█╧ì#ëü{%>ä█╧ì#I6á
  3149. è Yò}=]Contagion RifleÇ@jÉèVclass STHeavyMinigunFire extends MinigunFire;
  3150.  
  3151. #exec OBJ LOAD FILE=STSounds.uax
  3152.  
  3153. ┴@-
  3154. ⌠┴@.m╤ G 
  3155. mo|cù@╔% GÇ└ nlJ╣░l%îûl7@▀éwl@▀*l@▀0?l@▀ ù#Ç?Ñl7@▀%@╔% GkÉÉo3//=============================================================================
  3156. // Kamikaze Launcher
  3157. //=============================================================================
  3158. class STKamikazeLauncher extends Weapon
  3159.     config(user)
  3160.     HideDropDown;
  3161.  
  3162. #EXEC OBJ LOAD FILE=InterfaceContent.utx
  3163.  
  3164. var() float AmmoChargeF;
  3165. var() float AmmoChargeMax;
  3166. var() float AmmoChargeRate;
  3167. var bool bKamikazeActivated;
  3168. var int LastDisplayedCount;
  3169.  
  3170. replication
  3171. {
  3172.     // Things the server should send to the client.
  3173.     reliable if( Role==ROLE_Authority )
  3174.         AmmoChargeF;
  3175. }
  3176.  
  3177. simulated function bool HasAmmo()
  3178. {
  3179.     return true;
  3180. }
  3181.  
  3182. // AI Interface...
  3183. // super desireable for bot with line of sight to enemy flag
  3184. function float GetAIRating()
  3185. {
  3186.     local Bot B;
  3187.  
  3188.     if( bKamikazeActivated )
  3189.         return AIRating;
  3190.  
  3191.     B = Bot(Instigator.Controller);
  3192.  
  3193.     if( B == none )
  3194.         return AIRating;
  3195.  
  3196.     // if there is line of sight to enemyflag, activate kamikaze
  3197.     if( B.LineOfSightTo( CTFTeamAI(B.Squad.Team.AI).EnemyFlag ) )
  3198.     {
  3199.         // make sure it's within 750 units of me
  3200.         if( VSize( CTFTeamAI(B.Squad.Team.AI).EnemyFlag.Location - Instigator.Location) < 750 )
  3201.         {
  3202.             if( B.Enemy != none && VSize( B.Enemy.Location - Instigator.Location) < 1000 )
  3203.             {
  3204.                 bKamikazeActivated = true;
  3205.                 Spawn(class'STLargeExploder',Instigator,, Instigator.Location, Rot(0,0,1)).BlowUp(Instigator.Location);
  3206.             }
  3207.         }
  3208.     }
  3209.  
  3210.     return AIRating;
  3211. }
  3212.  
  3213. function bool BotFire(bool bFinished, optional name FiringMode)
  3214. {
  3215.     return false;
  3216. }
  3217.  
  3218.  
  3219. simulated function bool StartFire(int Mode)
  3220. {
  3221.     if ( (OldWeapon != None) && OldWeapon.HasAmmo() )
  3222.         Instigator.PendingWeapon = OldWeapon;
  3223.     PutDown();
  3224.     return false;
  3225. }
  3226.  
  3227. simulated function BringUp(optional Weapon PrevWeapon)
  3228. {
  3229.     if( bKamikazeActivated == false )
  3230.     {
  3231.         AmmoChargeF += -1;
  3232.         enable('Tick');
  3233.         LastDisplayedCount = 1;
  3234.         if( PlayerController(Instigator.Controller) != none )
  3235.             PlayerController(Instigator.Controller).ReceiveLocalizedMessage( class'SpectralTandem.STKamikazeCountdownMessage', LastDisplayedCount );
  3236.         bKamikazeActivated = true;
  3237.     }
  3238.  
  3239.     super.BringUp(PrevWeapon);
  3240. }
  3241.  
  3242. simulated function Tick(float dt)
  3243. {
  3244.     if (Role == ROLE_Authority)
  3245.     {
  3246.         if ( AmmoChargeF >= AmmoChargeMax )
  3247.         {
  3248.             disable('Tick');
  3249.             return;
  3250.         }
  3251.         AmmoChargeF += dt*AmmoChargeRate;
  3252.  
  3253.         if( AmmoChargeF >= AmmoChargeMax )
  3254.         {
  3255.             if( Instigator != none )
  3256.             {
  3257.                 disable('Tick');
  3258.                 Spawn(class'STLargeExploder',Instigator,, Instigator.Location, Rot(0,0,1)).BlowUp(Instigator.Location);
  3259.             }
  3260.         }
  3261.         else if( (AmmoChargeF * 5) > LastDisplayedCount )
  3262.         {
  3263.             LastDisplayedCount++;
  3264.             // display the number of seconds until explosion
  3265.             if( PlayerController(Instigator.Controller) != none )
  3266.                 PlayerController(Instigator.Controller).ReceiveLocalizedMessage( class'SpectralTandem.STKamikazeCountdownMessage', LastDisplayedCount );
  3267.         }
  3268.     }
  3269.     else
  3270.     {
  3271.         if ( AmmoChargeF >= AmmoChargeMax )
  3272.         {
  3273.             disable('Tick');
  3274.             return;
  3275.         }
  3276.         // client simulation of the charge bar
  3277.         AmmoChargeF = FMin(AmmoChargeF - int(AmmoChargeF)+dt*AmmoChargeRate, AmmoChargeMax);
  3278.     }
  3279. }
  3280.  
  3281. simulated function DoAutoSwitch()
  3282. {
  3283. }
  3284.  
  3285. simulated function float ChargeBar()
  3286. {
  3287.     return AmmoChargeF - int(AmmoChargeF);
  3288. }
  3289.  
  3290. ({ Θæz ½°b3{c*      c▄6┘zc▐SpectralTandem.STPawnc°(zcfc G qÉÉcÇ    ûrr    D╥Ü9:╟9:$G└          6@ v░>àδû⌠·i|ä█╧ì#nÉ┼'ä█╧ì#ä█╧ì#ä█╧ì#⌐╕ò_╜ä█╧ì#ä█╧ì#⌐╕ò_╜û⌠·i|ä█╧ì#ä█╧ì#ëü{%>ëü{%>₧└≤┼`Ñ╘▀'≥√=║ñëü{%>₧└≤┼`Ñ╘▀'≥√=║ñÆ$éä█╧ì#ëü{%>ëü{%>ä█╧ì#ä█╧ì#ä█╧ì#nÉ┼'ä█╧ì#è b$Ç?s$Ç?r$═╠L>±ò°`f_$Ç>p√q]Translocator_changeN$Ç┐F$Ç┐r╙\SZ]äBKamikaze mode starts a 5 second timer.  When the timer reaches zero, the player explodes, taking out all enemies in the vicinity.u:"╚B≡Aÿ┴[$pBr*  y:"BÇAÇ┴w$v"|"    {*  }]! Crosshairs.HUD.Crosshair_Cross3f^_:"ΣA@A@┴`:[ΦÉd$ffµ?b·cZ]S"T"^V"nW"ï=]Kamikaze ModegⁿP$═╠L?φ}|i¢∙|,} G s@hhö{ ½ °τ@g*      g▄6┘{g▐SpectralTandem.STPawng°({gfg G Ç@gÇ    Bëclass STPawn extends xPawn;
  3291.  
  3292. var int PlayerClass;
  3293. var float SpeedFactor;
  3294. var float BaseSpeedFactor;
  3295. var bool bTripped;
  3296. var bool bShotInLeg;
  3297. var STDiseaseInfo Disease;
  3298. var STKamikazeInfo Kamikaze;
  3299.  
  3300. const PC_VANGUARD = 1;
  3301. const PC_SPECIALIST = 2;
  3302. const PC_RANGER = 3;
  3303. const PC_SHARPSHOOTER = 4;
  3304. const PC_JUGGERNAUT = 5;
  3305. const PC_RAVAGER = 6;
  3306. const PC_BIOLOGIST = 7;
  3307. const MAX_CLASSES = 7;
  3308.  
  3309. replication
  3310. {
  3311.     reliable if( bNetDirty && (Role==ROLE_Authority) )
  3312.         PlayerClass,SpeedFactor,bTripped,bShotInLeg;
  3313.     reliable if( Role < ROLE_Authority )
  3314.         StartMoving;
  3315.  
  3316. }
  3317.  
  3318. simulated function NextWeapon()
  3319. {
  3320.     if ( Level.Pauser != None )
  3321.         return;
  3322.  
  3323.     if ( Weapon == None && Controller != None )
  3324.     {
  3325.         Controller.SwitchToBestWeapon();
  3326.         return;
  3327.     }
  3328.  
  3329.     // do not allow the kamikaze launcher to be chosen in this way
  3330.     do
  3331.     {
  3332.         if ( PendingWeapon != None )
  3333.         {
  3334.             if ( PendingWeapon.bForceSwitch )
  3335.                 return;
  3336.             PendingWeapon = Inventory.NextWeapon(None, PendingWeapon);
  3337.         }
  3338.         else
  3339.             PendingWeapon = Inventory.NextWeapon(None, Weapon);
  3340.     }until(!PendingWeapon.IsA('STKamikazeLauncher'));
  3341.  
  3342.     if ( PendingWeapon != None )
  3343.         Weapon.PutDown();
  3344. }
  3345.  
  3346. simulated function PrevWeapon()
  3347. {
  3348.     if ( Level.Pauser != None )
  3349.         return;
  3350.  
  3351.     if ( Weapon == None && Controller != None )
  3352.     {
  3353.         Controller.SwitchToBestWeapon();
  3354.         return;
  3355.     }
  3356.  
  3357.     // do not allow the kamikaze launcher to be chosen in this way
  3358.     do
  3359.     {
  3360.         if ( PendingWeapon != None )
  3361.         {
  3362.             if ( PendingWeapon.bForceSwitch )
  3363.                 return;
  3364.             PendingWeapon = Inventory.PrevWeapon(None, PendingWeapon);
  3365.         }
  3366.         else
  3367.             PendingWeapon = Inventory.PrevWeapon(None, Weapon);
  3368.     }until(!PendingWeapon.IsA('STKamikazeLauncher'));
  3369.  
  3370.     if ( PendingWeapon != None )
  3371.         Weapon.PutDown();
  3372. }
  3373.  
  3374. simulated function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType)
  3375. {
  3376.     if ( Role == ROLE_Authority )
  3377.     {
  3378.         if( damageType == class'SpectralTandem.STDamTypeLinkShaft' )
  3379.         {
  3380.             // don't shock your own teammates
  3381.             if( InstigatedBy.GetTeamNum() != GetTeamNum() )
  3382.             {
  3383.                 bTripped = true;
  3384.                 SetTimer(0.9, false);
  3385.                 SpeedFactor = BaseSpeedFactor * 0.2;
  3386.                 StartMoving();
  3387.             }
  3388.         }
  3389.  
  3390.         if( damageType == class'SpectralTandem.STDiseaseDamtype' )
  3391.         {
  3392.             if( InstigatedBy == self )
  3393.                 return;
  3394.         }
  3395.     }
  3396.  
  3397.     super.TakeDamage(Damage, InstigatedBy, Hitlocation, Momentum, damageType);
  3398. }
  3399.  
  3400. function Timer()
  3401. {
  3402.     if( bTripped )
  3403.     {
  3404.         bTripped = false;
  3405.         SpeedFactor = BaseSpeedFactor;
  3406.         StartMoving();
  3407.     }
  3408. }
  3409.  
  3410. function TakeLegShot()
  3411. {
  3412.     // slow my ass down
  3413.     bShotInLeg = true;
  3414.     StartMoving();
  3415.     // pick up health to cure
  3416. }
  3417.  
  3418. function bool IsLegShot(vector loc, vector ray, float AdditionalScale)
  3419. {
  3420.     local int look;
  3421.     local float distance;
  3422.     local name bonename;
  3423.  
  3424.     // If we are a dedicated server estimate what animation is most likely playing on the client
  3425.     if (Level.NetMode == NM_DedicatedServer)
  3426.     {
  3427.         if (Physics == PHYS_Falling)
  3428.             PlayAnim(AirAnims[0], 1.0, 0.0);
  3429.         else if (Physics == PHYS_Walking)
  3430.         {
  3431.             if (bIsCrouched)
  3432.                 PlayAnim(IdleCrouchAnim, 1.0, 0.0);
  3433.             else
  3434.                 PlayAnim(IdleWeaponAnim, 1.0, 0.0);
  3435.  
  3436.             if ( bDoTorsoTwist )
  3437.             {
  3438.                 SmoothViewYaw = Rotation.Yaw;
  3439.                 SmoothViewPitch = ViewPitch;
  3440.  
  3441.                 look = (256 * ViewPitch) & 65535;
  3442.                 if (look > 32768)
  3443.                     look -= 65536;
  3444.  
  3445.                 SetTwistLook(0, look);
  3446.             }
  3447.         }
  3448.         else if (Physics == PHYS_Swimming)
  3449.             PlayAnim(SwimAnims[0], 1.0, 0.0);
  3450.  
  3451.         SetAnimFrame(0.5);
  3452.     }
  3453.  
  3454.     boneName = GetClosestBone( loc, ray, distance );
  3455.  
  3456.     if( boneName == 'rthigh' || boneName == 'lthigh' || boneName == 'rfoot' || boneName == 'lfoot' || boneName == 'rcalf' || boneName == 'lcalf')
  3457.         return true;
  3458.  
  3459.     return false;
  3460. }
  3461.  
  3462. simulated event StartCrouch(float HeightAdjust)
  3463. {
  3464.     Super.StartCrouch(HeightAdjust);
  3465.  
  3466.     if( PlayerClass == PC_SHARPSHOOTER )
  3467.         SetInvisibility(50.0);
  3468. }
  3469.  
  3470. simulated event EndCrouch(float HeightAdjust)
  3471. {
  3472.     Super.EndCrouch(HeightAdjust);
  3473.  
  3474.     if( PlayerClass == PC_SHARPSHOOTER )
  3475.         SetInvisibility(0.0);
  3476. }
  3477.  
  3478. simulated function StartMoving()
  3479. {
  3480.     if( bShotInLeg )
  3481.     {
  3482.         AirControl = (Default.AirControl * SpeedFactor) * 0.5;
  3483.         GroundSpeed = (Default.GroundSpeed * SpeedFactor) * 0.5;
  3484.         WaterSpeed = (Default.WaterSpeed * SpeedFactor) * 0.5;
  3485.         AirSpeed = (Default.AirSpeed * SpeedFactor) * 0.5;
  3486.         JumpZ = (Default.JumpZ * fMax(SpeedFactor,1.0)) * 0.5;
  3487.         LadderSpeed = (Default.LadderSpeed * SpeedFactor) * 0.5;
  3488.     }
  3489.     else
  3490.     {
  3491.         AirControl = Default.AirControl * SpeedFactor;
  3492.         GroundSpeed = Default.GroundSpeed * SpeedFactor;
  3493.         WaterSpeed = Default.WaterSpeed * SpeedFactor;
  3494.         AirSpeed = Default.AirSpeed * SpeedFactor;
  3495.         JumpZ = Default.JumpZ * fMax(SpeedFactor,1.0);
  3496.         LadderSpeed = Default.LadderSpeed * SpeedFactor;
  3497.     }
  3498. }
  3499.  
  3500. function bool GiveHealth(int HealAmount, int HealMax)
  3501. {
  3502. //    SpeedFactor = BaseSpeedFactor;
  3503.     bShotInLeg = false;
  3504.     StartMoving();
  3505.     if( Disease != none )
  3506.         Disease.iSplatterCount = 0;
  3507.  
  3508.     return Super.GiveHealth( HealAmount, HealMax );
  3509. }
  3510.  
  3511. simulated function Setup(xUtil.PlayerRecord rec, optional bool bLoadNow)
  3512. {
  3513.     local string modelname;
  3514.     local STPlayerReplicationInfo PRI;
  3515.  
  3516.     PRI = STPlayerReplicationInfo(PlayerReplicationInfo);
  3517.  
  3518.     if( Role==ROLE_Authority )
  3519.     {
  3520.         if( Controller.IsA('STBot') )
  3521.         {
  3522.             if( rec.Sex == "Female" )
  3523.                 PRI.Gender = true;
  3524.             else
  3525.                 PRI.Gender = false;
  3526.             if( PRI.PlayerClass == 0 )
  3527.                 PRI.SetBotClass();
  3528.         }
  3529.  
  3530.         PlayerClass = PRI.PlayerClass;
  3531.     }
  3532.  
  3533.     // if the player just switched teams, destroy turret and bomb
  3534.     if( STPlayerReplicationInfo(PlayerReplicationInfo).Turret != none )
  3535.         if( GetTeamNum() != STPlayerReplicationInfo(PlayerReplicationInfo).Turret.GetTeamNum() )
  3536.             STPlayerReplicationInfo(PlayerReplicationInfo).Turret.Destroy();
  3537.  
  3538.     if( STPlayerReplicationInfo(PlayerReplicationInfo).Bomb != none )
  3539.         if( GetTeamNum() != STPlayerReplicationInfo(PlayerReplicationInfo).Bomb.TeamNum )
  3540.             STPlayerReplicationInfo(PlayerReplicationInfo).Bomb.Destroy();
  3541.  
  3542.     // if the player didn't chose a specialist, destroy their turret
  3543.     if( PlayerClass != PC_SPECIALIST && STPlayerReplicationInfo(PlayerReplicationInfo).Turret != none )
  3544.         STPlayerReplicationInfo(PlayerReplicationInfo).Turret.Destroy();
  3545.  
  3546.     if( PlayerClass != PC_RAVAGER && STPlayerReplicationInfo(PlayerReplicationInfo).Bomb != none )
  3547.         STPlayerReplicationInfo(PlayerReplicationInfo).Bomb.Destroy();
  3548.  
  3549.     switch( PlayerClass )
  3550.     {
  3551.         case PC_JUGGERNAUT:    // juggernaut
  3552.             if( !PRI.Gender )
  3553.                 modelname = "Frostbite";
  3554.             else
  3555.                 modelname = "Siren";
  3556.  
  3557.             ShieldStrengthMax = 200;
  3558.             ShieldStrength = 200;
  3559.             BaseSpeedFactor = 0.7;
  3560.             SpeedFactor = 0.7;
  3561.             break;
  3562.  
  3563.         case PC_VANGUARD: // vanguard
  3564.             if( !PRI.Gender )
  3565.                 modelname = "Baird";
  3566.             else
  3567.                 modelname = "Ophelia";
  3568.  
  3569.             ShieldStrengthMax = 75;
  3570.             ShieldStrength = 75;
  3571.             BaseSpeedFactor = 1.3;
  3572.             SpeedFactor = 1.3;
  3573.             break;
  3574.  
  3575.         case PC_RANGER: // ranger
  3576.             if( !PRI.Gender )
  3577.                 modelname = "Malcolm";
  3578.             else
  3579.                 modelname = "Sapphire";
  3580.  
  3581.             ShieldStrengthMax = 150;
  3582.             ShieldStrength = 150;
  3583.             BaseSpeedFactor = 1.0;
  3584.             SpeedFactor = 1.0;
  3585.             break;
  3586.  
  3587.         case PC_SHARPSHOOTER: // sharpshooter
  3588.             if( !PRI.Gender )
  3589.                 modelname = "Othello";
  3590.             else
  3591.                 modelname = "Tamika";
  3592.  
  3593.             ShieldStrengthMax = 50;
  3594.             ShieldStrength = 50;
  3595.             BaseSpeedFactor = 1.0;
  3596.             SpeedFactor = 1.0;
  3597.             break;
  3598.  
  3599.         case PC_SPECIALIST: // specialist
  3600.             if( !PRI.Gender )
  3601.                 modelname = "Brock";
  3602.             else
  3603.                 modelname = "Lauren";
  3604.  
  3605.             ShieldStrengthMax = 100;
  3606.             ShieldStrength = 100;
  3607.             BaseSpeedFactor = 1.0;
  3608.             SpeedFactor = 1.0;
  3609.             break;
  3610.  
  3611.         case PC_RAVAGER: // ravager
  3612.             if( !PRI.Gender )
  3613.                 modelname = "Virus";
  3614.             else
  3615.                 modelname = "Matrix";
  3616.  
  3617.             ShieldStrengthMax = 150;
  3618.             ShieldStrength = 150;
  3619.             BaseSpeedFactor = 1.0;
  3620.             SpeedFactor = 1.0;
  3621.             break;
  3622.  
  3623.         case PC_BIOLOGIST: // biologist
  3624.             if( !PRI.Gender )
  3625.                 modelname = "Dominator";
  3626.             else
  3627.                 modelname = "Nebri";
  3628.  
  3629.             ShieldStrengthMax = 20;
  3630.             ShieldStrength = 20;
  3631.             BaseSpeedFactor = 1.0;
  3632.             SpeedFactor = 1.0;
  3633.             break;
  3634.  
  3635.         default:
  3636.             modelname = "Axon";
  3637.     }
  3638.  
  3639.     rec = class'xUtil'.static.FindPlayerRecord(modelname);
  3640.  
  3641.     Species = rec.Species;
  3642.     RagdollOverride = rec.Ragdoll;
  3643.  
  3644.     if ( Species.static.Setup(self,rec) )
  3645.         ResetPhysicsBasedAnim();
  3646. }
  3647.  
  3648. State Dying
  3649. {
  3650.     simulated function BeginState()
  3651.     {
  3652.         if( STPlayerReplicationInfo(PlayerReplicationInfo) != none )
  3653.             STPlayerReplicationInfo(PlayerReplicationInfo).DistanceFromHome = vSize( Location - PlayerReplicationInfo.Team.HomeBase.Location );
  3654.         Super.BeginState();
  3655.         if( Disease != none )
  3656.             Disease.Destroy();
  3657.      }
  3658. }
  3659.  
  3660. yÉèτ    xdn)ôëPr6ε(*ΦpppCould not load species 9V6ε( for 6┘( 6ε((L(d╛*dß G|ÉÉα}aN    4₧Ha]▐▄≈    ÷« ë▀
  3661. 9L6Σ(Ç┐Ç?     ÷« ë╚ 9L6σ(Ç?√    ÷9L6φ(Ç└Ç@≥    ÷9L6∩(Ç└Ç@±    ÷9L6⌠(Ç└Ç@σ    ÷9L6╫(Ç└Ç@z6∙(├*(├û╥
  3662. 6∙( ô█    9L6┼(αa GφIEi$iE
  3663. 2%rc*pc╘Fc
  3664. `&Grc*Hpc╘Ic
  3665.    G ÇAÇÉD    @─ ─E    @─ ─b    @─ ─BÇÉFÇÉj//-----------------------------------------------------------
  3666. //
  3667. //-----------------------------------------------------------
  3668. class STTimeBombProjectile extends STLargeExploder;
  3669.  
  3670. var()   float   Countdown; // countdown to explosion
  3671. var int Health;
  3672. var int TeamNum;
  3673. //var STBombFearSpot Fear;
  3674.  
  3675. simulated function PostBeginPlay()
  3676. {
  3677.     if ( bDeleteMe || IsInState('Dying') )
  3678.         return;
  3679.  
  3680.     Super.PostBeginPlay();
  3681.  
  3682.     if( InstigatorController != none )
  3683.     {
  3684.         TeamNum = InstigatorController.GetTeamNum();
  3685.         if( STPlayerReplicationInfo(InstigatorController.PlayerReplicationInfo) != none )
  3686.             STPlayerReplicationInfo(InstigatorController.PlayerReplicationInfo).Bomb = self;
  3687.     }
  3688.  
  3689.     // create a fear spot here!
  3690. /*    if( Instigator != none )
  3691.     {
  3692.         if ( Fear == None )
  3693.             Fear = Spawn(class'STBombFearSpot',,,Instigator.Location);
  3694.         Fear.SetCollisionSize(DamageRadius,200);
  3695.         if ( (Instigator.PlayerReplicationInfo != None) && (Instigator.PlayerReplicationInfo.Team != None) )
  3696.             Fear.TeamNum = Instigator.PlayerReplicationInfo.Team.TeamIndex;
  3697.         Fear.StartleBots();
  3698.     }*/
  3699.  
  3700.     SetTimer(Countdown, False);
  3701. }
  3702.  
  3703. simulated function Timer()
  3704. {
  3705. //    if ( Fear != None )
  3706. //        Fear.Destroy();
  3707.  
  3708.     // spawn my bigexploder as long as the player or bot is still supposed to have a bomb
  3709.     BlowUp(Location);
  3710. }
  3711.  
  3712. // indestructible, except for specialist link fire
  3713. function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
  3714.                     Vector momentum, class<DamageType> damageType)
  3715. {
  3716.     // allow any specialist to diffuse it
  3717.     if( damageType == class'SpectralTandem.STDamTypeLinkShaft' )
  3718.     {
  3719.         Health -= Damage;
  3720.  
  3721.         if (Health <0)
  3722.         {
  3723. //            if ( Fear != None )
  3724. //                Fear.Destroy();
  3725.             Destroy();
  3726.         }
  3727.     }
  3728. }
  3729.  
  3730. simulated function ProcessTouch( actor Other, vector HitLocation )
  3731. {
  3732. }
  3733.  
  3734. simulated function UpdatePrecacheStaticMeshes()
  3735. {
  3736.     Level.AddPrecacheStaticMesh( StaticMesh'E_Pickups.FullBomb' );
  3737.  
  3738.     super.UpdatePrecacheStaticMeshes();
  3739. }
  3740.  
  3741. J    @─ ⌡K    @─ ⌡^    @─ ⌡τQYwΘ!ÜY&,ÜY%,& G Ç@MÉèNÉÉOÉÉφWTi #TW G ≥YKI₧y≥KM[ZXvÜM%vwKΣ*KΣ╧    STSoundsKQ    !f$ G!Ç@SÉèTÉÉ@UÉÉ@φnliYÜl%nm G @∙qLnÄç/a0 Æ+xww+└*wéw+╬*1r+╬╕√+╧w░ß╪+└ ù+╬╕√ ù+╬╕√▀.┬╛╞"m+└¥++╘+└+a +└ ù+q!k+R10∙q G@α
  3742. _[tâ G          @εo_B^∞ l^w._ƒ*^w._ƒ*._ƒaε_ G] 1` 2a 3b 4c 5d 6e 7f 7gDU(àD
  3743. &Vanguard
  3744. (,Specialist
  3745. 6,Ranger
  3746. J,Sharpshooter
  3747. \,Juggernaut
  3748. k,Ravager
  3749. |,Biologist
  3750.    G@╣Ç@hB$?┬äB
  3751. Vanguard&
  3752. (Specialist,
  3753. 6Ranger,
  3754. JSharpshooter,
  3755. \Juggernaut,
  3756. kRavager,
  3757. |Biologist,
  3758.   % GgÇÇkl{U^}¿GUlzÜl.c,ƒ ¿╥ô7¿▐    & G┼
  3759. r~\    F!    |!~ƒ-╥└yDg&W░.~ƒ79?α.Ñgå░.~ƒ79?°*Ñg╡░.~ƒ79?'ÑgΣ░.~ƒ79?(#Ñg░.~ƒ79?LÑgB░.~ƒ79?pÑgq░.~ƒ79?áÑg9?g GΘnuec
  3760. sΘub].c,ƒ-JbwFemaleb wMaleëb wMalebwFemaleR u¿XE¿Φ    DrP.c,ƒK{%P&Cû,9ùP{{PÑz%P&ôû,ëûPzzPÑW├¢z{¿GU*'%û,∙ÜPz{Æ&Ñ╩3¢z{¿Ga*'%Æû,êé¢Pz¢P{{Æ&-w'Ñ: ¢{z╦-w¿Gh*'% û,ÜP{{Æ&Ñ╥BÜ.c,ƒ %^ [<^)ô.c,ƒ &HW)ô.c,ƒ &GV)ô.c,ƒ &EU)ô.c,ƒ &LT)ô.c,ƒ &Xp¿d¿╥& GΩPh*?îc@%^û@7·Téw.    @·*!z.    @·▄h'Ñ@( GΦw6E3à-,w.6*A.67AÇ?6╥½6╥A6╚½6╚A6╙½6╙A6╒½6╒A6 ╦╘6 ╦A6╪½6╪⌡AÇ?π     n6 GEDclass SpectralTandemCTFGame extends xCTFGame;
  3761.  
  3762. static event bool AcceptPlayInfoProperty(string PropertyName)
  3763. {
  3764.     if ( InStr(PropertyName, "bAllowTrans") != -1 || InStr(PropertyName, "bForceRespawn") != -1 ||
  3765.          InStr(PropertyName, "bAllowWeaponThrowing") != -1 || InStr(PropertyName, "bWeaponStay") != -1 )
  3766.         return false;
  3767.  
  3768.     return Super.AcceptPlayInfoProperty(PropertyName);
  3769. }
  3770.  
  3771. function RestartPlayer( Controller aPlayer )
  3772. {
  3773.     if( STPlayer(aPlayer) != none && STPlayerReplicationInfo(aPlayer.PlayerReplicationInfo) != none )
  3774.     {
  3775.         if( STPlayerReplicationInfo(aPlayer.PlayerReplicationInfo).PlayerClass == 0 )
  3776.         {
  3777.             if( aPlayer.Pawn != none )
  3778.             {
  3779.                 aPlayer.Pawn.bHidden=True;                     // hide it from the game world
  3780.                 aPlayer.Pawn.Destroy();
  3781.             }
  3782.             STPlayer(aPlayer).ClientOpenMenu("SpectralTandem.STSelectClassPage");  // open the GUIPage to decide a player class
  3783.             return;
  3784.         }
  3785.     }
  3786.  
  3787.     super.RestartPlayer( aPlayer );
  3788. }
  3789.  
  3790. function PreBeginPlay()
  3791. {
  3792.     class'XWeapons.LinkAmmo'.default.InitialAmount=125;
  3793.     class'Onslaught.ONSMineAmmo'.default.InitialAmount = 10;
  3794.     class'XWeapons.FlakAmmo'.default.InitialAmount = 25;
  3795.     class'XWeapons.RocketAmmo'.default.InitialAmount = 20;
  3796.     class'XWeapons.ShockAmmo'.default.InitialAmount = 30;
  3797.     class'Onslaught.ONSGrenadeAmmo'.default.InitialAmount = 10;
  3798.     class'XWeapons.BioAmmo'.default.InitialAmount = 25;
  3799.     class'UTClassic.ClassicSniperAmmo'.default.InitialAmount = 25;
  3800.     class'XWeapons.RocketProj'.default.MaxSpeed = 2500;
  3801.     class'XWeapons.RocketProj'.default.Speed = 2500;
  3802.  
  3803.     Super.PreBeginPlay();
  3804. }
  3805.  
  3806. function SetPlayerDefaults(Pawn PlayerPawn)
  3807. {
  3808.     local float speedfactor;
  3809.  
  3810.     if( STPawn(PlayerPawn) != None )
  3811.         speedfactor = STPawn(PlayerPawn).SpeedFactor;
  3812.     else
  3813.         speedfactor = 1.0;
  3814.  
  3815.     PlayerPawn.AirControl = PlayerPawn.Default.AirControl * speedfactor;
  3816.     PlayerPawn.GroundSpeed = PlayerPawn.Default.GroundSpeed * speedfactor;
  3817.     PlayerPawn.WaterSpeed = PlayerPawn.Default.WaterSpeed * speedfactor;
  3818.     PlayerPawn.AirSpeed = PlayerPawn.Default.AirSpeed * speedfactor;
  3819.     PlayerPawn.Acceleration = PlayerPawn.Default.Acceleration * speedfactor;
  3820.     PlayerPawn.JumpZ = PlayerPawn.Default.JumpZ * fmax(speedfactor, 1.0);
  3821.  
  3822.     BaseMutator.ModifyPlayer(PlayerPawn);
  3823. }
  3824.  
  3825. function float SpawnWait(AIController B)
  3826. {
  3827.     local int RespawnCountDown;
  3828.  
  3829.     if ( B.PlayerReplicationInfo.bOutOfLives )
  3830.         return 999;
  3831.  
  3832.     // if player died far from his/her own flag, there shouldn't be a respawn delay
  3833.     RespawnCountDown = 1;
  3834.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo).DistanceFromHome < 12000 )
  3835.         RespawnCountDown++;
  3836.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo).DistanceFromHome < 11000 )
  3837.         RespawnCountDown++;
  3838.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo).DistanceFromHome < 10000 )
  3839.         RespawnCountDown++;
  3840.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo).DistanceFromHome < 9000 )
  3841.         RespawnCountDown++;
  3842.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo).DistanceFromHome < 7500 )
  3843.         RespawnCountDown++;
  3844.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo).DistanceFromHome < 6000 )
  3845.         RespawnCountDown++;
  3846.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo).DistanceFromHome < 4000 )
  3847.         RespawnCountDown++;
  3848.     return RespawnCountDown;
  3849. }
  3850.  
  3851. function Logout(Controller Exiting)
  3852. {
  3853.     if( STPlayerReplicationInfo(Exiting.PlayerReplicationInfo) != none )
  3854.     {
  3855.         if( STPlayerReplicationInfo(Exiting.PlayerReplicationInfo).Turret != none )
  3856.             STPlayerReplicationInfo(Exiting.PlayerReplicationInfo).Turret.Destroy();
  3857.     }
  3858.  
  3859.     super.Logout(Exiting);
  3860. }
  3861.  
  3862. state MatchInProgress
  3863. {
  3864.     function Tick(float DeltaTime)
  3865.     {
  3866.         // if a player has his flag near his own flag base, return it
  3867.         local CTFFlag F;
  3868.  
  3869.         foreach AllActors(Class'CTFFlag',F)
  3870.         {
  3871.             if( F.Holder != none )
  3872.             {
  3873.                 // first, check if the flag is being carried by a member of its own team
  3874.                 if( F.HolderPRI != none && F.HolderPRI.Team.HomeBase == F.HomeBase )
  3875.                 {
  3876.                     if( VSize(F.Holder.Location - F.HolderPRI.Team.HomeBase.Location) < F.HolderPRI.Team.HomeBase.CollisionRadius )
  3877.                     {
  3878.                         UnrealMPGameInfo(Level.Game).ScoreGameObject(F.Holder.Controller, F);
  3879.                         F.OldHolder = F.Holder;
  3880.                         F.SetLocation(F.Holder.Location);
  3881.                         F.GotoState('Dropped');
  3882.                         F.SendHome();
  3883.                     }
  3884.                 }
  3885.             }
  3886.         }
  3887.  
  3888.         super.Tick(DeltaTime);
  3889.     }
  3890. }
  3891.  
  3892. ╔s]h        Ç          6^u░Cå#╔╘Xf╚Æ$éÆ$éÆ$é╨½╣[δ▒╔J╕ÆÆ$éÆ$é┐╫╕èïÆ$é╨½╣[δ▒╔J╕Æç≤ñ)√Æ$é╨½╣[δ▒╔J╕Æç≤ñ)√ñ┌▄0I┬ê=Z?Æ$é┐╫╕èïÆ$éÆ$éÆ$éÆ$é┐╫╕èïÆ$éÆ$éêe*┼êe*┼I6áêe*┼I6áα3Bk<ΓΩ┬*É°±ùΓΩ┬*I6áΓΩ┬*I6áΓΩ┬*I6áΓΩ┬*I6áΓΩ┬*I6áΓΩ┬*I6áΓΩ┬*I6á#kää█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#∩╡º ╚ô■┌#≤╨ô╞α─≥⌠ôⁿæ3Kô═σ▄lô╤#>2»ô╟╩Φ¿+ô╟ç╖ù%ô≈┬┴Y■ô╫¬\╧sô╫¬\╧sêe*┼êe*┼I6áêe*┼êe*┼ä█╧ì#êe*┼ä█╧ì#< Éå3èqcqòce]SpectralTandem.STTeamRostersSd    ╙y]SpectralTandem.STPawnx]SpectralTandem.STScoreBoardu]SpectralTandem.STMutatort]SpectralTandem.STPlayerv]Spectral Tandem CTFZ])(A class-based game of capture the flag._//=============================================================================
  3893. // STHeavyMinigun
  3894. //=============================================================================
  3895. class STHeavyMinigun extends Minigun;
  3896.  
  3897. µ}`    !Γ╣ ■┼,} ╞┼,
  3898.  ⁿ┼, ═┼, ╤┼, ╟┼,
  3899.  ╟┼, ≈┼, ╫⌡@E ╫┘@Eµ GAÇpzr╔╔M] G{ê╢Çy{\╧4]>z.≥{UMale.c,ƒ(Z.c,ƒ' GΩBBf╖╓╚éw.<B*w.Bƒ*╚Ü.Bƒ %ÉwBÿ*Bÿ-·'Bÿa.<B(WSpectralTandem.STSelectClassPage ΩB G|M┌çñ:rNc,$WSpectralTandem.STKeybindPageƒr]@¿D$@.<c, eD╫H'' GÇ@Ç@Ç╥jtÜïäää¢~bAllowTrans    ¢~bForceRespawn    %¢~bAllowWeaponThrowing    ¢~bWeaponStay    (╥ G(~xdε²╗w.æx P¿d¿╥I I¿╥¿Ü$¿%^ [╢^-ô$¿&HW-ô$¿&GV-ô$¿&EU-ô$¿&LT-ô$¿&X  GÇn//-----------------------------------------------------------
  3900. //
  3901. //-----------------------------------------------------------
  3902. class STMineLayer extends ONSMineLayer;
  3903.  
  3904. ╓EZ        └          6F$Zτ╓!8»3!è N"^`7//-----------------------------------------------------------
  3905. //
  3906. //-----------------------------------------------------------
  3907. class STBlueFlag extends CTFFlag;
  3908.  
  3909.  
  3910. #exec OBJ LOAD FILE=XGameShaders.utx
  3911. #exec OBJ LOAD FILE=TeamSymbols_UT2003.utx
  3912.  
  3913. var vector PreviousLocation;
  3914.  
  3915. replication
  3916. {
  3917.     reliable if( Role<ROLE_Authority )
  3918.         PreviousLocation;
  3919. }
  3920.  
  3921. simulated function PostBeginPlay()
  3922. {
  3923.     Super.PostBeginPlay();
  3924.  
  3925.     LoopAnim('flag',0.8);
  3926.     SimAnim.bAnimLoop = true;
  3927. }
  3928.  
  3929. event FellOutOfWorld(eKillZType KillType)
  3930. {
  3931.     // if the previous holder was on the same team, he's trying to return the flag by dropping it out of the world
  3932.     if( OldHolder != none && OldHolder.GetTeamNum() == 1 )
  3933.     {
  3934.         if( PreviousLocation != HomeBase.Location )
  3935.         {
  3936.             if( SetLocation(PreviousLocation))
  3937.             {
  3938.                 PreviousLocation = HomeBase.Location;
  3939.                 return;
  3940.             }
  3941.         }
  3942.     }
  3943.  
  3944.     super.FellOutOfWorld( KillType );
  3945. }
  3946.  
  3947. function bool ValidHolder(Actor other)
  3948. {
  3949.     // only valid if the player doesn't already have a flag
  3950.     if( Pawn(other) != none && Pawn(other).PlayerReplicationInfo != none && Pawn(other).PlayerReplicationInfo.HasFlag != none )
  3951.     {
  3952.         if( Pawn(other).GetTeamNum() == TeamNum && IsHome() )
  3953.             return super.ValidHolder( other );
  3954.         else
  3955.             return false;
  3956.     }
  3957.  
  3958.     return super.ValidHolder( other );
  3959. }
  3960.  
  3961. state Held
  3962. {
  3963.     function BeginState()
  3964.     {
  3965.         if( Holder == none )
  3966.         {
  3967.             UnrealMPGameInfo(Level.Game).GameEvent("flag_returned_timeout",""$Team.TeamIndex,None);
  3968.             BroadcastLocalizedMessage( MessageClass, 3, None, None, Team );
  3969.             SendHome();
  3970.             return;
  3971.         }
  3972.  
  3973.         if( Holder.GetTeamNum() == TeamNum )
  3974.             Level.Game.GameReplicationInfo.FlagState[TeamNum] = EFlagState.FLAG_HeldFriendly;
  3975.         else
  3976.             Level.Game.GameReplicationInfo.FlagState[TeamNum] = EFlagState.FLAG_HeldEnemy;
  3977.         bOnlyDrawIfAttached = true;
  3978.         bHeld = true;
  3979.         bCollideWorld = false;
  3980.         SetCollision(false, false, false);
  3981.         SetLocation(Holder.Location);
  3982.         Holder.HoldGameObject(self,GameObjBone);
  3983.         SetTimer(10.0, true);
  3984.     }
  3985. }
  3986.  
  3987. state Dropped
  3988. {
  3989.     function CheckFit()
  3990.     {
  3991.         local vector X,Y,Z;
  3992.  
  3993.         GetAxes(OldHolder.Rotation, X,Y,Z);
  3994.         SetRotation(rotator(-1 * X));
  3995.         if ( !SetLocation(OldHolder.Location - 2 * OldHolder.CollisionRadius * X + OldHolder.CollisionHeight * vect(0,0,0.5))
  3996.             && !SetLocation(OldHolder.Location) )
  3997.         {
  3998.             SetCollisionSize(0.8 * OldHolder.CollisionRadius, FMin(CollisionHeight, 0.8 * OldHolder.CollisionHeight));
  3999.             if ( !SetLocation(OldHolder.Location) )
  4000.             {
  4001.                 if( OldHolder.GetTeamNum() == 1 )
  4002.                 {
  4003.                     if( PreviousLocation != HomeBase.Location )
  4004.                     {
  4005.                         if( SetLocation(PreviousLocation))
  4006.                         {
  4007.                             PreviousLocation = HomeBase.Location;
  4008.                             return;
  4009.                         }
  4010.                     }
  4011.                 }
  4012.  
  4013.                 //log(self$" Drop sent flag home", 'Error');
  4014.                 UnrealMPGameInfo(Level.Game).GameEvent("flag_returned_timeout",""$Team.TeamIndex,None);
  4015.                 BroadcastLocalizedMessage( MessageClass, 3, None, None, Team );
  4016.                 SendHome();
  4017.                 return;
  4018.             }
  4019.         }
  4020.     }
  4021.  
  4022.     function CheckPain()
  4023.     {
  4024.         if (IsInPain())
  4025.         {
  4026.             // if the oldholder was on the same team, just return this flag to its previous pick-up point
  4027.             if( OldHolder.GetTeamNum() == 1 )
  4028.                 SetLocation(PreviousLocation);
  4029.             else
  4030.                 timer();
  4031.         }
  4032.     }
  4033.  
  4034.     function SameTeamTouch(Controller c)
  4035.     {
  4036.         // pick up your own flag and run it back to the base!
  4037.         if( c.PlayerReplicationInfo.HasFlag == none )
  4038.         {
  4039.             PreviousLocation = Location;
  4040.  
  4041.             SetHolder(c);
  4042.         }
  4043.     }
  4044. }
  4045.  
  4046.  1J    @──K    @──L    @──n    @─⌡H 2├Vnl£Ü#na/!DF$(<na/!tF$(pna/!Apüna/!CF$(na/!U    w..ûná*é¢..ûná» &/¢..ûná» ,F$(├nF GÇ@'//-----------------------------------------------------------
  4047. //
  4048. //-----------------------------------------------------------
  4049. class STDiseaseInfo extends Info;
  4050.  
  4051. const PC_BIOLOGIST = 7;
  4052.  
  4053. var bool bActive;
  4054. var int iSplatterCount;
  4055. var int TotalGlobs;
  4056. var float TimeBetweenGlobs;
  4057. var Controller EnemyInstigatorController;
  4058. var Pawn Victim;
  4059.  
  4060. function Activate()
  4061. {
  4062.     if(STPlayer(Victim.Controller) != none )
  4063.     {
  4064.         STPlayer(Victim.Controller).ReceiveLocalizedMessage(class'SpectralTandem.STDiseaseMessage',
  4065.                 1, EnemyInstigatorController.PlayerReplicationInfo);
  4066.     }
  4067.  
  4068.     if( STPlayer(EnemyInstigatorController) != none )
  4069.     {
  4070.         if( Victim.Controller != none )
  4071.             STPlayer(EnemyInstigatorController).ReceiveLocalizedMessage(class'SpectralTandem.STDiseaseMessage',
  4072.                 0, Victim.Controller.PlayerReplicationInfo);
  4073.     }
  4074.  
  4075.     iSplatterCount = TotalGlobs;
  4076.     SetTimer(TimeBetweenGlobs, true);
  4077. }
  4078.  
  4079. function Timer()
  4080. {
  4081.     local rotator RandomRotation;
  4082.     local STDiseaseGlob glob;
  4083.  
  4084.     if (Victim == none || Victim.Health <= 0 )
  4085.     {
  4086.         Disable('Timer');
  4087.         Destroy();
  4088.         return;
  4089.     }
  4090.  
  4091.     if (Victim.Role == ROLE_Authority)
  4092.     {
  4093.         // make sure the enemy instigator is still on the opposing team
  4094.         if( Victim.GetTeamNum() == EnemyInstigatorController.GetTeamNum() )
  4095.         {
  4096.             // if not, destroy me
  4097.             Destroy();
  4098.             return;
  4099.         }
  4100.  
  4101.         // spawn bio projectile in random direction starting at pawn location
  4102.         if( EnemyInstigatorController != none )
  4103.         {
  4104.             if( STPlayerReplicationInfo(EnemyInstigatorController.PlayerReplicationInfo) != none &&
  4105.                 STPlayerReplicationInfo(EnemyInstigatorController.PlayerReplicationInfo).PlayerClass == PC_BIOLOGIST )
  4106.             {
  4107.                 RandomRotation.Pitch = 0;
  4108.                 RandomRotation.Roll = 0;
  4109.                 RandomRotation.Yaw = FRand()*65536;
  4110.                 if( EnemyInstigatorController.Pawn != none )
  4111.                 {
  4112.                     glob = EnemyInstigatorController.Pawn.spawn(class'SpectralTandem.STDiseaseGlob', , , Victim.Location + Victim.EyeHeight*vect(0,0,1) + (Victim.CollisionRadius + 30)*vector(RandomRotation), RandomRotation);
  4113.                 }
  4114.                 else
  4115.                 {
  4116.                     glob = spawn(class'SpectralTandem.STDiseaseGlob', , , Victim.Location + Victim.EyeHeight*vect(0,0,1) + (Victim.CollisionRadius + 30)*vector(RandomRotation), RandomRotation);
  4117.  
  4118.                     if( glob != none )
  4119.                     {
  4120.                         glob.InstigatorController = EnemyInstigatorController;
  4121.                         glob.Instigator = none;
  4122.                     }
  4123.                 }
  4124.             }
  4125.         }
  4126.  
  4127.         iSplatterCount--;
  4128.         if( iSplatterCount <= 0 )
  4129.         {
  4130.             Disable('Timer');
  4131.             Destroy();
  4132.         }
  4133.     }
  4134. }
  4135.  
  4136. j//=============================================================================
  4137. // STSniperRifle
  4138. //=============================================================================
  4139. class STSniperRifle extends ClassicSniperRifle;
  4140.  
  4141. function bool RecommendLongRangedAttack()
  4142. {
  4143.     return true;
  4144. }
  4145.  
  4146.  QR    v        └          6RQ┬∩ ┤₧1ÇQè ^N$ÜÖY?V]Wclass STSniperAttachment extends ClassicSniperAttachment;
  4147.  
  4148. simulated event ThirdPersonEffects()
  4149. {
  4150.     if (Level.NetMode != NM_DedicatedServer)
  4151.     {
  4152.         if ( xPawn(Instigator) == None )
  4153.             return;
  4154.         if (FlashCount == 0)
  4155.         {
  4156.             xPawn(Instigator).StopFiring();
  4157.         }
  4158.         else if (FiringMode == 0)
  4159.         {
  4160.             xPawn(Instigator).StartFiring(bHeavy, bRapidFire);
  4161.         }
  4162.         else
  4163.         {
  4164.             xPawn(Instigator).StartFiring(bHeavy, bAltRapidFire);
  4165.         }
  4166.     }
  4167. }
  4168. M 3T 4▄WEeqƒàAw.╩E*R$hESpectralTandem.STLocker(xèw.⌠E*R$hESpectralTandem.STAmmoPackPickup(x└w.·E*R$.·E° o(x÷w.■E*R$.■E° _(x9w.ßE*R$hESpectralTandem.STBlueFlag(xxw.▌E*R$hESpectralTandem.STRedFlag(R$' G≥[Tsg%+/a0 ╩T!Tq!J10≥ GU 5Ç@X 6└\n╪ÄA.»ÇwA*A
  4169. ║,"SpectralTandem.STMineLayer%SpectralTandem.STHeavyMinigun╖w..¥*l▓.Ñ¥ƒ╕Γ.Ñ¥ƒ╕∞δΓ.Ñ¥ƒ╕∞U..¥╖.Ñ¥ƒ╕∞}..¥/
  4170. I&XWeapons.FlakCannonFw..¥*.Ñ¥ƒ╕∞L..¥/
  4171. ┌,XWeapons.ShockRifle,SpectralTandem.STProxGrenadeLauncher'SpectralTandem.STRocketLauncher/
  4172. s,$SpectralTandem.STSniperRiflepw..¥*.Ñ¥ƒ╕∞U..¥/
  4173. , SpectralTandem.STLinkGun6w.<¥*°w.A*.AQ33w.#A*.#AOw..¥*ìw.A*.AQ╚╚w.#A*.#AO.Ñ¥ƒ╕∞}..¥/
  4174. ╤,%SpectralTandem.STTurretKillerXWeapons.MiniGun╬w..¥*.Ñ¥ƒ╕∞L..¥/
  4175. ,, SpectralTandem.STHealGun!SpectralTandem.STBioRifle/
  4176.   Çw..¥*ÇäÜA ,ÜA ,5▓.Ñ¥ƒ╕Γ.Ñ¥ƒ╕∞δΓ.Ñ¥ƒ╕∞L..¥Ç.Ñ¥ƒ╕∞U..¥└ G] 7_ 6J+class STSniperFire extends ClassicSniperFire;
  4177.  
  4178. function DoTrace(Vector Start, Rotator Dir)
  4179. {
  4180.     local Vector X,Y,Z, End, HitLocation, HitNormal, ArcEnd;
  4181.     local Actor Other;
  4182.     local SniperWallHitEffect S;
  4183.     local Pawn HeadShotPawn;
  4184.  
  4185.     Weapon.GetViewAxes(X, Y, Z);
  4186.     if ( Weapon.WeaponCentered() )
  4187.         ArcEnd = (Instigator.Location +
  4188.             Weapon.EffectOffset.X * X +
  4189.             1.5 * Weapon.EffectOffset.Z * Z);
  4190.     else
  4191.         ArcEnd = (Instigator.Location +
  4192.             Instigator.CalcDrawOffset(Weapon) +
  4193.             Weapon.EffectOffset.X * X +
  4194.             Weapon.Hand * Weapon.EffectOffset.Y * Y +
  4195.             Weapon.EffectOffset.Z * Z);
  4196.  
  4197.     X = Vector(Dir);
  4198.     End = Start + TraceRange * X;
  4199.     Other = Weapon.Trace(HitLocation, HitNormal, End, Start, true);
  4200.     if ( (Level.NetMode != NM_Standalone) || (PlayerController(Instigator.Controller) == None) )
  4201.         Weapon.Spawn(class'TracerProjectile',Instigator.Controller,,Start,Dir);
  4202.     if ( Other != None && (Other != Instigator) )
  4203.     {
  4204.         if ( !Other.bWorldGeometry )
  4205.         {
  4206.             if (Vehicle(Other) != None)
  4207.                 HeadShotPawn = Vehicle(Other).CheckForHeadShot(HitLocation, X, 1.0);
  4208.  
  4209.             if (HeadShotPawn != None)
  4210.                 HeadShotPawn.TakeDamage(DamageMax * HeadShotDamageMult, Instigator, HitLocation, Momentum*X, DamageTypeHeadShot);
  4211.              else if ( (Pawn(Other) != None) && Pawn(Other).IsHeadShot(HitLocation, X, 1.0))
  4212.                 Other.TakeDamage(DamageMax * HeadShotDamageMult, Instigator, HitLocation, Momentum*X, DamageTypeHeadShot);
  4213.             else if ( (STPawn(Other) != None) && STPawn(Other).IsLegShot(HitLocation, X, 1.0))
  4214.             {
  4215.                 Other.TakeDamage(DamageMax * 0.5, Instigator, HitLocation, Momentum*X, DamageType);
  4216.                 if( Instigator.Controller != None && STPawn(Other).Controller != None )
  4217.                 {
  4218.                     if( !Instigator.Controller.SameTeamAs( STPawn(Other).Controller ) )
  4219.                     {
  4220.                         if( STPlayer(Instigator.Controller) != None )
  4221.                             PlayerController(Instigator.Controller).ReceiveLocalizedMessage( class'SpectralTandem.STLegshotMessage', 0, Instigator.Controller.PlayerReplicationInfo, None, None );
  4222.                         if( STPlayer(STPawn(Other).Controller) != None )
  4223.                             PlayerController(STPawn(Other).Controller).ReceiveLocalizedMessage( class'SpectralTandem.STLegshotMessage', 1, STPawn(Other).Controller.PlayerReplicationInfo, None, none );
  4224.                         STPawn(Other).TakeLegShot();
  4225.                     }
  4226.                 }
  4227.             }
  4228.             else
  4229.                 Other.TakeDamage(DamageMax, Instigator, HitLocation, Momentum*X, DamageType);
  4230.         }
  4231.         else
  4232.                 HitLocation = HitLocation + 2.0 * HitNormal;
  4233.     }
  4234.     else
  4235.     {
  4236.         HitLocation = End;
  4237.         HitNormal = Normal(Start - End);
  4238.     }
  4239.  
  4240.     if ( (HitNormal != Vect(0,0,0)) && (HitScanBlockingVolume(Other) == None) )
  4241.     {
  4242.         S = Weapon.Spawn(class'SniperWallHitEffect',,, HitLocation, rotator(-1 * HitNormal));
  4243.         if ( S != None )
  4244.             S.FireStart = Start;
  4245.     }
  4246. }
  4247.  
  4248.  
  4249. ` 5d 4~class STTurretLaserRed extends STTurretLaser;
  4250.  
  4251. simulated function SetupProjectile()
  4252. {
  4253.     super.SetupProjectile();
  4254.  
  4255.     if ( Laser != None )
  4256.         Laser.SetRedColor();
  4257. }
  4258.  
  4259. simulated function SpawnExplodeFX(vector HitLocation, vector HitNormal)
  4260. {
  4261.     local   FX_PlasmaImpact         FX_Impact;
  4262.  
  4263.     if ( EffectIsRelevant(Location, false) )
  4264.     {
  4265.         FX_Impact = Spawn(class'FX_PlasmaImpact',,, HitLocation + HitNormal * 2, rotator(HitNormal));
  4266.         FX_Impact.SetRedColor();
  4267.     }
  4268. }
  4269. @i 3@Oclass STTurretLaser extends PROJ_Sentinel_Laser;
  4270.  
  4271. simulated function ProcessTouch (Actor Other, vector HitLocation)
  4272. {
  4273.     local float AdjustedDamage;
  4274.  
  4275.     if ( Instigator != None )
  4276.     {
  4277.         if (Other == Instigator) return;
  4278.         if (Other.Owner == Instigator || Other.Base == Instigator) return;
  4279.     }
  4280.  
  4281.     if (Other == Owner) return;
  4282.  
  4283.     if ( !Other.IsA('Projectile') || Other.bProjTarget )
  4284.     {
  4285.         if ( Role == ROLE_Authority )
  4286.         {
  4287.             if ( Instigator == None || (Instigator != none && Instigator.Controller == None ))
  4288.                 Other.SetDelayedDamageInstigatorController( InstigatorController );
  4289.  
  4290.             if( STTurret(Instigator) != none )
  4291.             {
  4292.                 if( STTurret(Instigator).Health >= 400 )
  4293.                     AdjustedDamage = Damage * 3.0;
  4294.                 else if( STTurret(Instigator).Health < 250 )
  4295.                     AdjustedDamage = Damage;
  4296.                 else
  4297.                     AdjustedDamage = Damage * 2.0;
  4298.             }
  4299.             else if( STTurretCeiling(Instigator) != none )
  4300.             {
  4301.                 if( STTurretCeiling(Instigator).Health >= 400 )
  4302.                     AdjustedDamage = Damage * 3.0;
  4303.                 else if( STTurretCeiling(Instigator).Health < 250 )
  4304.                     AdjustedDamage = Damage;
  4305.                 else
  4306.                     AdjustedDamage = Damage * 2.0;
  4307.             }
  4308.  
  4309.             if( STTurret(Instigator) != None && STTurret(Instigator).OwnerPawn != None )
  4310.                 Other.TakeDamage(AdjustedDamage, STTurret(Instigator).OwnerPawn, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType);
  4311.             else if( STTurretCeiling(Instigator) != None && STTurretCeiling(Instigator).OwnerPawn != None )
  4312.                 Other.TakeDamage(AdjustedDamage, STTurretCeiling(Instigator).OwnerPawn, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType);
  4313.             else
  4314.                 Other.TakeDamage(AdjustedDamage, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType);
  4315.         }
  4316.         Explode(HitLocation, -Normal(Velocity));
  4317.     }
  4318. }
  4319. @\Θ\`e)öqJ    Y    Θ`b_ü-XL¿╥%P%-X'E¿∞    DT¿∙    j¿°    *E¿▌    DdE¿▄    DdE¿µ    DW¿-≡    '¿δ    $E¿∩    D`k [ Gj 2 1hldG; )¿╥ Gê╢kBDLâ┤äÜB&
  4320. ÜB,,d9éÖB,0
  4321. ÿB,Z,2HÜB, ,-WÜB,,(täÜB,∞
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  4325. 2Ra6HQa6;HNa6>Ha6Hb6Ha6;Hb6;Ha6>Hb6>Hb6HRb6;HQb6>HN G1class STTurretFire extends FM_Sentinel_Fire;
  4326.  
  4327. n 7Zclass STTurretWeapon extends Weapon_Sentinel;
  4328.  
  4329. simulated function Fire(float F)
  4330. {
  4331.     if( Instigator != None )
  4332.     {
  4333.         Instigator.Health -= 5;
  4334.     }
  4335. }
  4336.  
  4337. rh[⌡-J-h G┬TÇ╫y p▓g7\jéw. ƒ*!Ü. ƒ ,/ ÿaA [zDihéééw ÿ[w ÿ▌*' ÿ▌ `[ b[hääw[I*[-W)éû[┌,ûù[┌% █pHeal 9V[ @[0'10Méw. ƒ*!Ü. ƒ ,/ ÿaA MLzDbaééw.R ÿ▌* bL ¢LO  █pHeal 9VL @L0'10Mw. ƒ*T. ƒM░ß╪ ÿ ùT ù9?ΦMéûT┌É WTMT╒ß╖éw ÿ▌*' ÿ▌ `T █pHeal 9VT @Tp'M YMéw ÿΘ*' ÿΘ `T █pHeal 9VT @Tp'╫  GplDzj ïB77Æ7&-6FB-r6_Bm6`Bl¿G6_B GÇ▄╪~GRª    6iZéw.Gƒ* w.Gƒ*.Gƒ╪G GJÇä█sT    {        └          6{╬TA█ó⌡ë:ä█╧ì#7è SòSwLî╘▀%ûQù76%A6%76ïù76;%A6;%76;┼ù76>%A6>%76>6_Y¿G6_Ñ%▄û, Lc,+¿KEYNAME9Szc,!+¿LOCALIZEDKEYNAME9S╥{LNc,+¿KEYBINDINGL╥{NR%╥ûR7╚|6`RNI76RI6RI6;RLI6>Rzz%╚ûzI╛ûDz6RDI6RkRzI╚ÑzZÑR╛Ñ Grclass STTurretController extends ASSentinelController;
  4338.  
  4339. function float GetScanDelay()
  4340. {
  4341.     return 2;
  4342. }
  4343.  
  4344. function float GetWaitForTargetTime()
  4345. {
  4346.     return 2;
  4347. }
  4348.  
  4349. function Possess(Pawn aPawn)
  4350. {
  4351.     super.Possess( aPawn );
  4352.  
  4353.     Skill = 10;
  4354.     FocusLead = 0;
  4355. }
  4356.  
  4357. auto state Sleeping
  4358. {
  4359.     event SeePlayer(Pawn SeenPlayer)
  4360.     {
  4361.         if ( IsTargetRelevant( SeenPlayer ) && Pawn.Health >= 200 )
  4362.             Awake();
  4363.     }
  4364.  
  4365. Begin:
  4366.     Pawn.PeripheralVision = -1.0; // Full circle vision :)
  4367.     AcquisitionYawRate *= 10;
  4368.     if( Pawn.Health >= 200 )
  4369.         Awake();
  4370.  
  4371.     ScanRotation();
  4372.     FocalPoint = Pawn.Location + 1000 * vector(DesiredRotation);
  4373.     Sleep(2 + 3*FRand());
  4374.     Goto('Begin');
  4375. }
  4376.  
  4377. state Searching
  4378. {
  4379. Begin:
  4380.     ScanRotation();
  4381.     FocalPoint = Pawn.Location + 1000 * vector(DesiredRotation);
  4382.     Sleep( GetScanDelay() );
  4383.     Goto('Begin');
  4384. }
  4385.  
  4386. state GameEnded
  4387. {
  4388.     function BeginState()
  4389.     {
  4390.         if ( Pawn != None )
  4391.         {
  4392.             Pawn.SimAnim.AnimRate = 0;
  4393.             Pawn.TurnOff();
  4394.             Pawn.UnPossessed();
  4395.             Pawn = None;
  4396.         }
  4397.     }
  4398. }
  4399. B}B¥S5d/}aA JzD`_éÜJ}ûJ┌,}0J10 Gclass STTurretCeiling extends ASVehicle_Sentinel_Ceiling;
  4400.  
  4401. //#exec OBJ LOAD FILE=..\Animations\AS_Vehicles_M.ukx
  4402.  
  4403. var Pawn OwnerPawn;
  4404.  
  4405. auto state NeedsRepairs
  4406. {
  4407.     function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
  4408.                     Vector momentum, class<DamageType> damageType)
  4409.     {
  4410.         if ( Role == Role_Authority && Health >= 200 )
  4411.             AwakeSentinel();
  4412.         super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
  4413.     }
  4414.  
  4415.     simulated event AnimEnd( int Channel )
  4416.     {
  4417.         PlayIdleClosed();
  4418.     }
  4419.  
  4420.     function bool Awake()
  4421.     {
  4422.         if ( Role == Role_Authority )
  4423.             bActive = true;
  4424.  
  4425.         PlayOpening();
  4426.  
  4427.         return true;
  4428.     }
  4429.  
  4430.     simulated function PlayOpening()
  4431.     {
  4432.         PlayAnim('Open', 0.33, 0.0);
  4433.  
  4434.         if ( Level.NetMode != NM_DedicatedServer )
  4435.         {
  4436.             if ( OpenCloseSound != None )
  4437.                 PlaySound( OpenCloseSound );
  4438.  
  4439.             if ( TurretBase != None && TurretBase.Mesh != None )
  4440.                 TurretBase.GotoState('Opening');
  4441.  
  4442.             if ( TurretSwivel != None && TurretSwivel.Mesh != None )
  4443.                 TurretSwivel.GotoState('Opening');
  4444.         }
  4445.  
  4446.         GotoState('Opening');
  4447.     }
  4448.  
  4449. Begin:
  4450.     if ( bActive )
  4451.         PlayOpening();
  4452.     else
  4453.         PlayIdleClosed();
  4454. }
  4455.  
  4456. simulated function UpdatePrecacheStaticMeshes()
  4457. {
  4458.     Level.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.Turret.CeilingTurretEditor' );
  4459.  
  4460.     super.UpdatePrecacheStaticMeshes();
  4461. }
  4462.  
  4463. _qclass STSelectClassPage extends UT2K4GUIPage;
  4464.  
  4465. var automated GUIButton        b_Spawn;
  4466. var automated GUIButton        b_Config;
  4467. var automated GUILabel        l_Text;
  4468. var automated GUILabel        l_Title;
  4469. var automated GUILabel        l_Notes;
  4470. var automated GUIComboBox    cb_Gender;
  4471. var automated GUISectionBackground  sb_Classes;
  4472. var automated GUIListBox    lb_Classes;
  4473. var automated FloatingImage    i_FrameBG;
  4474. var automated FloatingImage    i_FrameDescription;
  4475. var automated FloatingImage    i_FrameBottom;
  4476. var automated GUIScrollTextBox lb_ClassDesc;
  4477. var automated GUIScrollTextBox lb_ClassSpecial;
  4478. var automated GUIScrollTextBox lb_ClassArmament;
  4479. var automated GUIScrollTextBox lb_ClassArmor;
  4480. var automated GUIScrollTextBox lb_ClassSpeed;
  4481.  
  4482. var localized string UnderPlayedCaption,EffectiveCaption,OverPlayedCaption;
  4483. var int PreviousSelection;
  4484. var array<string> ClassDescArray;
  4485. var array<string> ClassSpecialArray;
  4486. var array<string> ClassArmamentArray;
  4487. var array<string> ClassArmorArray;
  4488. var array<string> ClassSpeedArray;
  4489. var string LoginNotes;
  4490.  
  4491. const PC_VANGUARD = 1;
  4492. const PC_SPECIALIST = 2;
  4493. const PC_RANGER = 3;
  4494. const PC_SHARPSHOOTER = 4;
  4495. const PC_JUGGERNAUT = 5;
  4496. const PC_RAVAGER = 6;
  4497. const PC_BIOLOGIST = 7;
  4498. const MAX_CLASSES = 7;
  4499.  
  4500. simulated function string GetClassNameFromID(int ClassID)
  4501. {
  4502.     switch( ClassID )
  4503.     {
  4504.         case PC_VANGUARD:
  4505.             return "Vanguard";
  4506.         case PC_SPECIALIST:
  4507.             return "Specialist";
  4508.         case PC_RANGER:
  4509.             return "Ranger";
  4510.         case PC_SHARPSHOOTER:
  4511.             return "Sharpshooter";
  4512.         case PC_JUGGERNAUT:
  4513.             return "Juggernaut";
  4514.         case PC_RAVAGER:
  4515.             return "Ravager";
  4516.         case PC_BIOLOGIST:
  4517.             return "Biologist";
  4518.     }
  4519.  
  4520.     return "";
  4521. }
  4522.  
  4523. simulated function int GetClassIDFromName(string ClassName)
  4524. {
  4525.     switch( ClassName )
  4526.     {
  4527.         case "Vanguard":
  4528.             return PC_VANGUARD;
  4529.         case "Specialist":
  4530.             return PC_SPECIALIST;
  4531.         case "Ranger":
  4532.             return PC_RANGER;
  4533.         case "Sharpshooter":
  4534.             return PC_SHARPSHOOTER;
  4535.         case "Juggernaut":
  4536.             return PC_JUGGERNAUT;
  4537.         case "Ravager":
  4538.             return PC_RAVAGER;
  4539.         case "Biologist":
  4540.             return PC_BIOLOGIST;
  4541.     }
  4542.     return 0;
  4543. }
  4544.  
  4545. function AddClassToList(int PlayerClass)
  4546. {
  4547.     lb_Classes.List.Add(GetClassNameFromID(PlayerClass));
  4548.     if( PlayerClass == STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).PlayerClass )
  4549.     {
  4550.         lb_Classes.List.Index = lb_Classes.List.Elements.Length - 1;
  4551.     }
  4552. }
  4553.  
  4554. function InitComponent(GUIController MyController, GUIComponent MyOwner)
  4555. {
  4556.     local array<int> TeamClasses;
  4557.     local int OverPlayedCount, UnderPlayedCount;
  4558.     local bool bEffectiveClassFound;
  4559.     local int i;
  4560.  
  4561.     super.InitComponent(MyController, MyOwner);
  4562.  
  4563.     // add gender selections to combobox
  4564.     if( STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).Gender )
  4565.     {
  4566.         cb_Gender.AddItem("Female");
  4567.         cb_Gender.AddItem("Male");
  4568.     }
  4569.     else
  4570.     {
  4571.         cb_Gender.AddItem("Male");
  4572.         cb_Gender.AddItem("Female");
  4573.     }
  4574.  
  4575.     sb_Classes.ManageComponent(lb_Classes);
  4576.  
  4577.     lb_Classes.List.Clear();
  4578.     lb_Classes.List.OnDblClick = InternalOnDblClick;
  4579.  
  4580.     // get the classes of all players on the team
  4581.     TeamClasses = STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).GetTeamClasses();
  4582.  
  4583.     // find the over played count
  4584.     OverPlayedCount = TeamClasses[0];
  4585.     for( i = 1; i < MAX_CLASSES; i++ )
  4586.     {
  4587.         if( TeamClasses[i] > OverPlayedCount )
  4588.         {
  4589.             OverPlayedCount = TeamClasses[i];
  4590.         }
  4591.     }
  4592.  
  4593.     // now find the under played count
  4594.     UnderPlayedCount = TeamClasses[0];
  4595.     for( i = 1; i < MAX_CLASSES; i++ )
  4596.     {
  4597.         if( TeamClasses[i] < UnderPlayedCount )
  4598.         {
  4599.             UnderPlayedCount = TeamClasses[i];
  4600.         }
  4601.     }
  4602.  
  4603.     // get the classes on your team, and separate this list into 3 sections
  4604.     if( UnderPlayedCount != OverPlayedCount )
  4605.         lb_Classes.List.Add(UnderPlayedCaption,None,"",true);
  4606.  
  4607.     for( i = 0; i < MAX_CLASSES; i++ )
  4608.     {
  4609.         if( TeamClasses[i] == UnderPlayedCount )
  4610.             AddClassToList(i+1);
  4611.     }
  4612.  
  4613.     if( UnderPlayedCount != OverPlayedCount )
  4614.         lb_Classes.List.Add(EffectiveCaption,None,"",true);
  4615.  
  4616.     for( i = 0; i < MAX_CLASSES; i++ )
  4617.     {
  4618.         if( TeamClasses[i] != UnderPlayedCount && TeamClasses[i] != OverPlayedCount )
  4619.         {
  4620.             AddClassToList(i+1);
  4621.             bEffectiveClassFound=true;
  4622.         }
  4623.     }
  4624.  
  4625.     if( OverPlayedCount != UnderPlayedCount )
  4626.     {
  4627.         if( bEffectiveClassFound )
  4628.             lb_Classes.List.Add(OverPlayedCaption,None,"",true);
  4629.  
  4630.         for( i = 0; i < MAX_CLASSES; i++ )
  4631.         {
  4632.             if( TeamClasses[i] == OverPlayedCount )
  4633.             {
  4634.                 AddClassToList(i+1);
  4635.             }
  4636.         }
  4637.     }
  4638.  
  4639.     if( STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).PlayerClass == 0 )
  4640.     {
  4641.         lb_ClassDesc.SetContent( LoginNotes );
  4642.     }
  4643.     else
  4644.     {
  4645.         lb_ClassDesc.SetContent( ClassDescArray[STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).PlayerClass - 1]);
  4646.         lb_ClassSpecial.SetContent( ClassSpecialArray[STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).PlayerClass - 1]);
  4647.         lb_ClassArmament.SetContent( ClassArmamentArray[STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).PlayerClass - 1]);
  4648.         lb_ClassArmor.SetContent( ClassArmorArray[STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).PlayerClass - 1]);
  4649.         lb_ClassSpeed.SetContent( ClassSpeedArray[STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).PlayerClass - 1]);
  4650.     }
  4651.  
  4652.     // if it's a section, pick the first class
  4653.     if (lb_Classes.List.IsSection())
  4654.     {
  4655.         lb_Classes.List.Index = 1;
  4656.     }
  4657.  
  4658. //    lb_ClassDesc.SetContent( "The Vanguard is the frontliner in the Spectral Tandem tournament. Having the fastest movement, they are the best at carrying the flag." );
  4659. }
  4660.  
  4661. function bool InternalOnDblClick(GUIComponent Sender)
  4662. {
  4663.     return ButtonClicked(b_Spawn);
  4664. }
  4665.  
  4666. // update the gender
  4667. function GenderChange(GUIComponent Sender)
  4668. {
  4669.     if( GUIComboBox(Sender).GetText() == "Male" )
  4670.         STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).SetGender(false);
  4671.     else
  4672.         STPlayerReplicationInfo(PlayerOwner().PlayerReplicationInfo).SetGender(true);
  4673. }
  4674.  
  4675. simulated function bool ButtonClicked(GUIComponent Sender)
  4676. {
  4677.     local string ClassName;
  4678.     local int PlayerClass;
  4679.  
  4680.     if( Sender == b_Config )
  4681.     {
  4682.         PlayerOwner().ClientOpenMenu("SpectralTandem.STKeybindPage");
  4683.     }
  4684.  
  4685.     if( Sender == b_Spawn )
  4686.     {
  4687.         ClassName = lb_Classes.List.Get();
  4688.  
  4689.         PlayerClass = GetClassIDFromName(ClassName);
  4690.         STPlayer(PlayerOwner()).SetClass(PlayerClass);
  4691.  
  4692.         Controller.CloseMenu(true);
  4693.     }
  4694.  
  4695.     return true;
  4696. }
  4697.  
  4698. function ListChange(GUIComponent Sender)
  4699. {
  4700.     if( lb_Classes != GUIListBox(Sender) )
  4701.         return;
  4702.  
  4703.     // if it's a section, pick the previous class
  4704.     if (lb_Classes.List.IsSection())
  4705.     {
  4706.         lb_Classes.List.Index = PreviousSelection;
  4707.         return;
  4708.     }
  4709.  
  4710.     PreviousSelection = lb_Classes.List.Index;
  4711.  
  4712.     if( GetClassIDFromName(lb_Classes.List.Get()) == 0 )
  4713.     {
  4714.         lb_ClassDesc.SetContent( LoginNotes );
  4715.     }
  4716.     else
  4717.     {
  4718.         lb_ClassDesc.SetContent( ClassDescArray[GetClassIDFromName(lb_Classes.List.Get()) - 1]);
  4719.         lb_ClassSpecial.SetContent( ClassSpecialArray[GetClassIDFromName(lb_Classes.List.Get()) - 1]);
  4720.         lb_ClassArmament.SetContent( ClassArmamentArray[GetClassIDFromName(lb_Classes.List.Get()) - 1]);
  4721.         lb_ClassArmor.SetContent( ClassArmorArray[GetClassIDFromName(lb_Classes.List.Get()) - 1]);
  4722.         lb_ClassSpeed.SetContent( ClassSpeedArray[GetClassIDFromName(lb_Classes.List.Get()) - 1]);
  4723.     }
  4724.  
  4725.     return;
  4726. }
  4727.  
  4728. Ç╔EM}    ÅÖ3~oéw.Mƒ*!Ü.Mƒ ,oéwMƒ∩Σ
  4729. ░├333?'╔M GÇ|u\─hêÖu7*-6FuPéÜuJÜTY???nÖT76uT6>u G╧NS8å░2J6rSƒ∩│S Bv╧Sv GÇÇ@DwT┌D|Ö}7 cé│╫≤%Q∙"▓╫≤,U∙-x'╦é╫    ü-p6-x▐é│╫≤%Q∙"▓╫≤,Q∙L%..é│╫≤%U∙"▓╫≤,U∙L&-x'╦ééé-x¢¿╥P û¿╥7$-6F¿╥¿ 'Px-xé-p¢¿╥P¿ 'P[¢P¿╥)¿╥P¿╥└-6F}w∞«%x╬9?,wδvw·    $$$J$╚wUa╥%╫ ≈
  4730. »»,x╬%x╬9?,wÇ?Ç?≤q²w$«%x╬Zv»,x╬%x╬w$6_}ⁿ$≤R²w⌡xc6vxc4w$6_}ⁿ≤N²w⌡Qc6vQc4w$\}%ⁿ≤N²w⌡Uc6vUc4w$\}&ⁿyé-Sü-6F};ÜL%s9DQc6p9DQc4nnÜL&s9DUc6p9DUc4)} GeZclass STMutator extends Mutator
  4731.     HideDropDown
  4732.     CacheExempt;
  4733.  
  4734. const PC_VANGUARD = 1;
  4735. const PC_SPECIALIST = 2;
  4736. const PC_RANGER = 3;
  4737. const PC_SHARPSHOOTER = 4;
  4738. const PC_JUGGERNAUT = 5;
  4739. const PC_RAVAGER = 6;
  4740. const PC_BIOLOGIST = 7;
  4741.  
  4742. // modify orders for bots when they spawn
  4743. // this is less processor intensive than changing orders all the time, and it serves its purpose
  4744. //
  4745. simulated function ModifyPlayer( Pawn P )
  4746. {
  4747.     local STPlayerReplicationInfo PRI;
  4748.  
  4749.     PRI = STPlayerReplicationInfo(P.PlayerReplicationInfo);
  4750.     if( PRI != none )
  4751.     {
  4752.         switch( PRI.PlayerClass )
  4753.         {
  4754.             case PC_JUGGERNAUT:
  4755.                 P.GiveWeapon("SpectralTandem.STMineLayer");
  4756.                 P.GiveWeapon("SpectralTandem.STHeavyMinigun");
  4757.                 if( STBot(P.Controller) != none )
  4758.                 {
  4759.                     // if my team is losing, freelance to help out the offence
  4760.                     if( UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).Score <= UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.EnemyTeam.Score )
  4761.                         UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.PutOnFreelance(STBot(P.Controller));
  4762.                     else
  4763.                         UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.PutOnDefense(STBot(P.Controller));
  4764.                 }
  4765.                 break;
  4766.             case PC_VANGUARD:
  4767.                 P.GiveWeapon("XWeapons.FlakCannon");
  4768.                 if( STBot(P.Controller) != none )
  4769.                     UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.PutOnOffense(STBot(P.Controller));
  4770.                 break;
  4771.             case PC_RANGER:
  4772.                 P.GiveWeapon("XWeapons.ShockRifle");
  4773.                 P.GiveWeapon("SpectralTandem.STProxGrenadeLauncher");
  4774.                 P.GiveWeapon("SpectralTandem.STRocketLauncher");
  4775.                 break;
  4776.             case PC_SHARPSHOOTER:
  4777.                 P.GiveWeapon("SpectralTandem.STSniperRifle");
  4778.                 if( STBot(P.Controller) != none )
  4779.                     UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.PutOnFreelance(STBot(P.Controller));
  4780.                 break;
  4781.             case PC_SPECIALIST:
  4782.                 P.GiveWeapon("SpectralTandem.STLinkGun");
  4783.                 if( STPlayer(P.Controller) != None )
  4784.                 {
  4785.                     if( STTurret(PRI.Turret) != none )
  4786.                         STTurret(PRI.Turret).OwnerPawn = P;
  4787.                     else if( STTurretCeiling(PRI.Turret) != None )
  4788.                         STTurretCeiling(PRI.Turret).OwnerPawn = P;
  4789.                 }
  4790.                 else if( STBot(P.Controller) != None )
  4791.                 {
  4792.                     if( STTurret(PRI.Turret) != None )
  4793.                         STTurret(PRI.Turret).OwnerPawn = P;
  4794.                     else if( STTurretCeiling(PRI.Turret) != None )
  4795.                         STTurretCeiling(PRI.Turret).OwnerPawn = P;
  4796.                     UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.PutOnDefense(STBot(P.Controller));
  4797.                 }
  4798.  
  4799.                 break;
  4800.             case PC_RAVAGER:
  4801.                 P.GiveWeapon("SpectralTandem.STTurretKiller");
  4802.                 P.GiveWeapon("XWeapons.MiniGun");
  4803.                 if( STBot(P.Controller) != none )
  4804.                     UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.PutOnOffense(STBot(P.Controller));
  4805.                 break;
  4806.             case PC_BIOLOGIST:
  4807.                 P.GiveWeapon("SpectralTandem.STHealGun");
  4808.                 P.GiveWeapon("SpectralTandem.STBioRifle");
  4809.                 break;
  4810.         }
  4811.  
  4812.         if( STBot(P.Controller) != None )
  4813.         {
  4814.             // if I'm a biologist or ranger and my team is tied or losing, go on offence
  4815.             if( PRI.PlayerClass == PC_BIOLOGIST || PRI.PlayerClass == PC_RANGER )
  4816.             {
  4817.                 if( UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).Score <= UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.EnemyTeam.Score )
  4818.                     UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.PutOnOffense(STBot(P.Controller));
  4819.                 else // if I'm winning, go freelance
  4820.                     UnrealTeamInfo(P.Controller.PlayerReplicationInfo.Team).AI.PutOnFreelance(STBot(P.Controller));
  4821.             }
  4822.         }
  4823.     }
  4824.  
  4825.     Super.ModifyPlayer(P);
  4826. }
  4827.  
  4828. simulated function BeginPlay()
  4829. {
  4830.     local WeaponLocker L;
  4831.  
  4832.     foreach AllActors(class'WeaponLocker', L)
  4833.         L.GotoState('Disabled');
  4834.  
  4835.     Super.BeginPlay();
  4836. }
  4837.  
  4838. // need to remove all weapons from the map.  Players can only use the weapons they start with.
  4839. // replace all ammo packs with a generic ammo pickup that gives a player the ammo type they need.
  4840. simulated function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
  4841. {
  4842.     if( WeaponLocker(Other) != none )
  4843.     {
  4844.         bSuperRelevant = 0;
  4845.         ReplaceWith( Other, "SpectralTandem.STLocker");
  4846.         return false;
  4847.     }
  4848.     else if( UTAmmoPickup(Other) != None )
  4849.     {
  4850.         bSuperRelevant = 0;
  4851.         ReplaceWith( Other, "SpectralTandem.STAmmoPackPickup");
  4852.         return false;
  4853.     }
  4854.     else if( xBlueFlagBase(Other) != none )
  4855.     {
  4856.         bSuperRelevant = 0;
  4857.         xBlueFlagBase(Other).FlagType = class'SpectralTandem.STBlueFlag';
  4858.         return false;
  4859.     }
  4860.     else if( xRedFlagBase(Other) != none )
  4861.     {
  4862.         bSuperRelevant = 0;
  4863.         xRedFlagBase(Other).FlagType = class'SpectralTandem.STRedFlag';
  4864.         return false;
  4865.     }
  4866.     else if( xBlueFlag(Other) != none )
  4867.     {
  4868.         bSuperRelevant = 0;
  4869.         ReplaceWith( Other, "SpectralTandem.STBlueFlag");
  4870.         return false;
  4871.     }
  4872.     else if( xRedFlag(Other) != none )
  4873.     {
  4874.         bSuperRelevant = 0;
  4875.         ReplaceWith( Other, "SpectralTandem.STRedFlag");
  4876.         return false;
  4877.     }
  4878.  
  4879.     bSuperRelevant = 0;
  4880.     return true;
  4881. }
  4882.  
  4883. simulated function bool IsRelevant(Actor Other, out byte bSuperRelevant)
  4884. {
  4885.     if ( Other.IsA('AdrenalinePickup') )
  4886.     {
  4887.         bSuperRelevant = 0;
  4888.         return false;
  4889.     }
  4890.  
  4891.     if ( Other.IsA('WeaponPickup') )
  4892.     {
  4893.         bSuperRelevant = 0;
  4894.         return false;
  4895.     }
  4896.  
  4897.     if( Other.IsA('TournamentHealth') )
  4898.     {
  4899.         // leave normal health packs in
  4900.         if( !Other.IsA('HealthPack') )
  4901.         {
  4902.             bSuperRelevant = 0;
  4903.             return false;
  4904.         }
  4905.     }
  4906.  
  4907.     if( Other.IsA('Translauncher') )
  4908.     {
  4909.         if( STPawn(Weapon(Other).Instigator) != None )
  4910.         {
  4911.             if( STPlayerReplicationInfo(Weapon(Other).Instigator.PlayerReplicationInfo).PlayerClass != PC_VANGUARD
  4912.                 && STPlayerReplicationInfo(Weapon(Other).Instigator.PlayerReplicationInfo).PlayerClass != PC_SHARPSHOOTER )
  4913.             {
  4914.                 bSuperRelevant = 0;
  4915.                 return false;
  4916.             }
  4917.         }
  4918.     }
  4919.  
  4920.     return Super.IsRelevant(Other, bSuperRelevant);
  4921. }
  4922.  
  4923. ∩INp        Ç          2└xJä1i┴∩╡º ╚ç≤ñ)√ç≤ñ)√ç≤ñ)√ç≤ñ)√ç≤ñ)√û⌠·i|û⌠·i|ä█╧ì#I6áû⌠·i|ä█╧ì#I6á·<╞#a■îaÉΓ╩²■Γä█╧ì#I6áä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#êe*┼É°±ùÑ╘▀'ä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩Ñ╘▀'ä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩ä█╧ì#ä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩ä█╧ì#ä█╧ì#ä█╧ì#I6áI6á░π&╬I6áI6á#╙«Oªä█╧ì#I6áI6á░π&╬I6áI6á#╙«Oªä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩ä█╧ì#ä█╧ì#ä█╧ì#ä█╧ì#I6áI6áä█╧ì#êe*┼É°±ùÑ╘▀'ä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩Ñ╘▀'ä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩ä█╧ì#ä█╧ì#êe*┼É°±ùÑ╘▀'≈╕ît╩ä█╧ì#èo]Generic Ammo PickupsZ]ÄLRemoves all weapon pickups from the game and replaces all ammo pickups with faster spawning generic ammo pickups.  Also removes adrenaline.vÇT//-----------------------------------------------------------
  4924. //
  4925. //-----------------------------------------------------------
  4926. class STLinkGun extends LinkGun;
  4927.  
  4928. var STTurretPod CurrentProjectile;    // so bot doesn't have more than one projectile flying around
  4929.  
  4930. function byte BestMode()
  4931. {
  4932.     local bot B;
  4933.  
  4934.     B = Bot(Instigator.Controller);
  4935.     if ( B == None )
  4936.         return 0;
  4937.  
  4938.     // diffuse timebombs!
  4939.     if( STTimeBombProjectile(B.Target) != none )
  4940.         return 1;
  4941.  
  4942.     return super.BestMode();
  4943. }
  4944.  
  4945. function float GetAIRating()
  4946. {
  4947.     local Bot B;
  4948.     local vector toFlag;
  4949.     local vector startVec;
  4950.  
  4951.     B = Bot(Instigator.Controller);
  4952.  
  4953.     // make a turret if I don't have one yet.  Since it's now a player ability rather than a weapon, we need to do it somewhere!
  4954.     if( B != none )
  4955.     {
  4956.         if( CurrentProjectile == none )
  4957.         {
  4958.             if( STPlayerReplicationInfo(B.PlayerReplicationInfo) != none && STPlayerReplicationInfo(B.PlayerReplicationInfo).Turret == none )
  4959.             {
  4960.                 // if there is line of sight to friendlyflag, throw a turret pod
  4961.                 if( B.LineOfSightTo( CTFBase(B.PlayerReplicationInfo.Team.HomeBase) ) )
  4962.                 {
  4963.                     toFlag = CTFBase(B.PlayerReplicationInfo.Team.HomeBase).Location - B.Pawn.Location;
  4964.                     if( vSize(toFlag) < 2500 && abs(toFlag.Z) < 600 )
  4965.                     {
  4966.                         startVec.X = 0;
  4967.                         startVec.Y = 0;
  4968.                         startVec.Z = B.Pawn.EyeHeight;
  4969.                         // if really close to flag, fire away from it
  4970.                         if( vSize(toFlag) < 750 )
  4971.                             CurrentProjectile = Spawn(class'SpectralTandem.STTurretPod',,, B.Pawn.Location + startVec, B.Rotation);
  4972.                         else
  4973.                             CurrentProjectile = Spawn(class'SpectralTandem.STTurretPod',,, B.Pawn.Location + startVec, rotator(toFlag));
  4974.                     }
  4975.                 }
  4976.             }
  4977.         }
  4978.     }
  4979.  
  4980.     return super.GetAIRating();
  4981. }
  4982.  
  4983. wÇ≡VUi~α1ZFrUƒ∩│▒½u┌U╟9?,≡Uu GtTe$D T G┬sÇAÇOYK,π₧7j,/a0 föôééwfwf╕*(Üf╕ß╕ßôùf %Ñôf &j10j GS%class STTurretKiller extends ONSAVRiL;
  4984.  
  4985. var bool bKamikazeActivated;
  4986.  
  4987. function float GetAIRating()
  4988. {
  4989.     local Bot B;
  4990.     local vector toFlag;
  4991.     local CTFBase enemyFlagBase;
  4992.  
  4993.     B = Bot(Instigator.Controller);
  4994.     if (B == None)
  4995.         return AIRating;
  4996.  
  4997.     // need to control the time bomb and kamikaze mode AI here
  4998.     // if there is line of sight to enemyflag, activate kamikaze
  4999.     if( bKamikazeActivated == false && B.LineOfSightTo( CTFTeamAI(B.Squad.Team.AI).EnemyFlag ) )
  5000.     {
  5001.         // make sure it's within 750 units of me
  5002.         if( VSize( CTFTeamAI(B.Squad.Team.AI).EnemyFlag.Location - Instigator.Location) < 750 )
  5003.         {
  5004.             if( B.Enemy != none && VSize( B.Enemy.Location - Instigator.Location) < 1000 )
  5005.             {
  5006.                 if( STPawn(Instigator) != none )
  5007.                 {
  5008.                     bKamikazeActivated = true;
  5009.                     STPawn(Instigator).Kamikaze = Instigator.Spawn(class'STKamikazeInfo');
  5010.                     STPawn(Instigator).Kamikaze.SelfDestructor = Instigator;
  5011.                     // determine a random countdown based on skill level of bot
  5012.                     // higher skill should have less countdown
  5013.                     STPawn(Instigator).Kamikaze.CountDown = Max(0, rand(4) - B.Skill/2.0);
  5014.                     STPawn(Instigator).Kamikaze.Activate();
  5015.                     return 0;
  5016.                 }
  5017.             }
  5018.         }
  5019.     }
  5020.  
  5021.     // if bot is near enemy flag base and doesn't have a bomb already, plant one
  5022.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo) != none && STPlayerReplicationInfo(B.PlayerReplicationInfo).Bomb == none )
  5023.     {
  5024.         // find the enemy flag base and put a bomb near it no matter what
  5025.         foreach AllActors(class'CTFBase', enemyFlagBase)
  5026.         {
  5027.             // if this isn't the home base
  5028.             if( enemyFlagBase != CTFBase(B.PlayerReplicationInfo.Team.HomeBase) )
  5029.             {
  5030.                 if( B.LineOfSightTo( enemyFlagBase ) )
  5031.                 {
  5032.                     toFlag = enemyFlagBase.Location - B.Pawn.Location;
  5033.  
  5034.                     // if not too far from flag base, place a bomb!
  5035.                     // factor in bot skill, when determining minimum distance from flag
  5036.                     // dummer bots should place slightly farther from the flag base
  5037.                     // bots shouldn't be higher than 7 skill, but use the max function to make sure
  5038.                     if( vSize(toFlag) < Max(700, (1400 - (B.Skill * 100))) && abs(toFlag.Z) < 400 )
  5039.                         Spawn(class'SpectralTandem.STTimeBombProjectile',,, B.Pawn.Location + vect(0,0,50), B.Rotation);
  5040.                 }
  5041.  
  5042.                 break;
  5043.             }
  5044.         }
  5045.     }
  5046.  
  5047.     if( B.Enemy == None )
  5048.         return AIRating;
  5049.  
  5050.     if (Vehicle(B.Enemy) == None)
  5051.         return 0;
  5052.  
  5053.     return 10;
  5054. }
  5055.  
  5056. HJW&ì⌐'éÜ9:J, Ü9:~,d*'5éÜ9:J, Ü9:~,»é│╫≤%Q∙"▓╫≤,Q∙g¿╥%é│╫≤%U∙"▓╫≤,U∙g¿╥&)¿╥'╜éÜ9:~&<äääÜ9:J,% Ü9:J,d Ü9:J,' Ü9:J,fùÜL%L&₧L%)¿╥'}¿╥-j¿TJ~i뢿╥}ë-6F¿╥~û¿╥}Z}ë})¿╥ G≡SW    n        └          6+U^═╝≡ú╕┘▓ä█╧ì#ëü{%>ëü{%>₧└≤┼`Ñ╘▀'≥√=║ñëü{%>₧└≤┼`Ñ╘▀'≥√=║ñÆ$éä█╧ì#ëü{%>ëü{%>ä█╧ì#ä█╧ì##kää█╧ì##käy┬ÇÄ║#käy┬ÇÄ║ëü{%>#käy┬ÇÄ║ëü{%>ëü{%>I6áëü{%>É°±ù▒╔J╕Æëü{%>╘¡σD¢ëü{%>ä█╧ì#ëü{%>ëü{%>ä█╧ì#ëü{%>ëü{%>ëü{%>!è z=]Turret Killerⁿ
  5057. \~    ╞╙p-rƒ∩│DZrƒ∩ΣOjp'b    Ç?èü│-≈-Ab│@£Ü╒≤&é@
  5058.  u    M'£äw│└*i▒ß╪ÿ ù│@ ùß╪ÿ ùΣ@ ùΣ@n-A╠r│└*╔l'nn¢│└Æééw╠*w╠»*(w╠»∩│s    éw╠*b╠≈▒»╛²÷9?,÷╛²*E*!N K!k A!9█Attack enemy flag carrier5a(-╔'C│└Σ╧Q■@!g    ääää-╔-A▒╟
  5059. │µ C    Jé▒»╛²│µ│╧╔
  5060. üF    är│└*@éw│└**¢│└-╔'█Go after enemy holding flag rather than attackingw│└*C│└Σ╧l'NN-Γ
  5061. ╫
  5062. »╛²9?,
  5063. èèéér.⌐╚*üa7ää Θ
  5064. !C-Aé-╔xèär│└*@éw│└**¢│└-╔'█Go find my flagzw│└*C│└Σ╧èèl'-╔(╪ééér∙
  5065. Σ╧w╠*│╧ T%░»╛²⌠9?,yééüΣ-≈rΣ└*bΣ@Σ@*E*!N K!HpA!9█Intercept incoming enemy!(arΣ└*^äüΣ-≈Σ╧ T█Near enemy flag!Σ@aaé @!Cü╚a/!IΣ└¥▌ééw*w╚ n    w    u    ééw╠*    w*'╠}ÿ█Fight enemy threatening flag carrier E''Æ
  5066. éééw*Därⁿ│╧!r&@▐│╧w╠*b│╧█Fight enemy while waiting for flag carrier to scoreg
  5067.  Oα@LÆ
  5068. w╠* E('E ééw.Γ*wⁿ*╬≈. ér%@▐ⁿw&@▐*^&@▐B ^ⁿY ^ÿ^ ärⁿ^rⁿⁿD w╠*█Fight enemy while waiting for flag carrier  Oα@LD w╠* E('▓ ü-▐-▐'@EΣ└»!N K!R     A!9=érⁿÿdä░ß╪ÿ ùÿ ù9?,·'┘ÿ ╦#( äääÿ n^'┘ÿ ╦#rⁿ│╧!r&@▐│╧X'█Back up the flag carrier!'█pFind the flag carrier - move to 9Vⁿwⁿ*·
  5069.  GÇjÇjÇ@eUPclass STPlayer extends xPlayer;
  5070.  
  5071. var int RespawnCountDown;
  5072. var bool EnableFire;
  5073.  
  5074. const PC_VANGUARD = 1;
  5075. const PC_SPECIALIST = 2;
  5076. const PC_RANGER = 3;
  5077. const PC_SHARPSHOOTER = 4;
  5078. const PC_JUGGERNAUT = 5;
  5079. const PC_RAVAGER = 6;
  5080. const PC_BIOLOGIST = 7;
  5081.  
  5082. replication
  5083. {
  5084.     reliable if( Role<ROLE_Authority)
  5085.         ClassAbility1,ClassAbility2;
  5086. }
  5087.  
  5088. exec function ClassAbility1()
  5089. {
  5090.     local vector startVec;
  5091.  
  5092.     if( Role==ROLE_Authority )
  5093.     {
  5094.         if( STPawn(Pawn) != none )
  5095.         {
  5096.             // class ability for specialist is turret placement
  5097.             if( STPawn(Pawn).PlayerClass == PC_SPECIALIST )
  5098.             {
  5099.                 startVec = Pawn.Location + Pawn.EyePosition();
  5100.                 startVec = startVec + vector(Rotation)*50.0;
  5101.                 // launch a turret projectile in the facing direction
  5102.                 Pawn.Spawn(class'SpectralTandem.STTurretPod',,, startVec, Rotation);
  5103.             }
  5104.             // class ability for ravager is kamikaze mode
  5105.             if( STPawn(Pawn).PlayerClass == PC_RAVAGER )
  5106.             {
  5107.                 // activate kamikaze mode on the pawn
  5108.                 if( STPawn(Pawn).Kamikaze == none )
  5109.                 {
  5110.                     STPawn(Pawn).Kamikaze = Pawn.Spawn(class'SpectralTandem.STKamikazeInfo');
  5111.                     STPawn(Pawn).Kamikaze.SelfDestructor = Pawn;
  5112.                     STPawn(Pawn).Kamikaze.Activate();
  5113.                 }
  5114.             }
  5115.         }
  5116.     }
  5117. }
  5118.  
  5119. exec function ClassAbility2()
  5120. {
  5121.     if( Role==ROLE_Authority )
  5122.     {
  5123.         if( STPawn(Pawn) != none )
  5124.         {
  5125.             // class ability for ravager is time bomb
  5126.             if( STPawn(Pawn).PlayerClass == PC_RAVAGER )
  5127.             {
  5128.                 if( STPlayerReplicationInfo(PlayerReplicationInfo) != none &&
  5129.                     STPlayerReplicationInfo(PlayerReplicationInfo).Bomb == none )
  5130.                     // launch a time bomb projectile
  5131.                     Pawn.Spawn(class'SpectralTandem.STTimeBombProjectile',,, Pawn.Location + vect(0,0,50), Rotation);
  5132.             }
  5133.         }
  5134.     }
  5135. }
  5136.  
  5137. function BecomeSpectator()
  5138. {
  5139.     if( STPlayerReplicationInfo(PlayerReplicationInfo).Turret != none )
  5140.         STPlayerReplicationInfo(PlayerReplicationInfo).Turret.Destroy();
  5141.  
  5142.     if( STPlayerReplicationInfo(PlayerReplicationInfo).Bomb != none )
  5143.         STPlayerReplicationInfo(PlayerReplicationInfo).Bomb.Destroy();
  5144.  
  5145.     super.BecomeSpectator();
  5146. }
  5147.  
  5148. simulated function ServerReStartPlayer()
  5149. {
  5150.     if( STPlayerReplicationInfo(PlayerReplicationInfo).PlayerClass == 0 )
  5151.     {
  5152.         ClientOpenMenu("SpectralTandem.STSelectClassPage");
  5153.         return;
  5154.     }
  5155.  
  5156.     Super.ServerReStartPlayer();
  5157. }
  5158.  
  5159. simulated function SetClass(int NewPlayerClass)
  5160. {
  5161.     STPlayerReplicationInfo(PlayerReplicationInfo).SetClass(NewPlayerClass);
  5162.  
  5163.     ServerReStartPlayer();
  5164. }
  5165.  
  5166. state Dead
  5167. {
  5168.     simulated function Timer()
  5169.     {
  5170.         if( RespawnCountDown > 0 )
  5171.         {
  5172.             if( Role==ROLE_Authority && RespawnCountDown <= 5 )
  5173.             {
  5174.                 ReceiveLocalizedMessage(class'SpectralTandem.STRespawnMessage', RespawnCountDown - 1);
  5175.             }
  5176.             RespawnCountDown--;
  5177.         }
  5178.         else if( RespawnCountDown == 0 )
  5179.         {
  5180.             if( Role==ROLE_Authority )
  5181.             {
  5182.                 LoadPlayers();
  5183.  
  5184.                 ClientOpenMenu("SpectralTandem.STSelectClassPage");
  5185.             }
  5186.             RespawnCountDown--;
  5187.         }
  5188.         else
  5189.         {
  5190.             // make sure to not enable firing before you display the dialog!
  5191.             // if I put this in the section above, the user would get the dialog twice if they fired just as it was coming up.
  5192.             Disable('Timer');
  5193.             EnableFire=true;
  5194.         }
  5195.     }
  5196.  
  5197.     simulated exec function Fire( optional float F )
  5198.     {
  5199.         if( !EnableFire )
  5200.         {
  5201.             return;
  5202.         }
  5203.  
  5204.         if ( PlayerReplicationInfo.bOutOfLives )
  5205.             ServerSpectate();
  5206.         else
  5207.         {
  5208.             if ( bFrozen )
  5209.             {
  5210.                 if ( (TimerRate <= 0.0) || (TimerRate > 1.0) )
  5211.                     bFrozen = false;
  5212.                 return;
  5213.             }
  5214.  
  5215.             LoadPlayers();
  5216.  
  5217.             ClientOpenMenu("SpectralTandem.STSelectClassPage");
  5218.         }
  5219.     }
  5220.  
  5221.     function BeginState()
  5222.     {
  5223.         local Actor A;
  5224.  
  5225.         EnableFire = false;
  5226.  
  5227.         RespawnCountDown = 1;
  5228.         // if player died far from his/her own flag, there shouldn't be a respawn delay
  5229.         if( STPlayerReplicationInfo(PlayerReplicationInfo).DistanceFromHome < 12000 )
  5230.             RespawnCountDown++;
  5231.         if( STPlayerReplicationInfo(PlayerReplicationInfo).DistanceFromHome < 11000 )
  5232.             RespawnCountDown++;
  5233.         if( STPlayerReplicationInfo(PlayerReplicationInfo).DistanceFromHome < 10000 )
  5234.             RespawnCountDown++;
  5235.         if( STPlayerReplicationInfo(PlayerReplicationInfo).DistanceFromHome < 9000 )
  5236.             RespawnCountDown++;
  5237.         if( STPlayerReplicationInfo(PlayerReplicationInfo).DistanceFromHome < 7500 )
  5238.             RespawnCountDown++;
  5239.         if( STPlayerReplicationInfo(PlayerReplicationInfo).DistanceFromHome < 6000 )
  5240.             RespawnCountDown++;
  5241.         if( STPlayerReplicationInfo(PlayerReplicationInfo).DistanceFromHome < 4000 )
  5242.             RespawnCountDown++;
  5243.  
  5244.         if ( (Pawn != None) && ((Pawn.Controller == self) || (Pawn.Controller == None)) )
  5245.             Pawn.Controller = None;
  5246.         EndZoom();
  5247.         CameraDist = Default.CameraDist;
  5248.         FOVAngle = DesiredFOV;
  5249.         Pawn = None;
  5250.         Enemy = None;
  5251.         bBehindView = true;
  5252.         bJumpStatus = false;
  5253.         bPressedJump = false;
  5254.         bBlockCloseCamera = true;
  5255.         bValidBehindCamera = false;
  5256.         bFreeCamera = False;
  5257.         if ( Viewport(Player) != None )
  5258.             ForEach DynamicActors(class'Actor',A)
  5259.                 A.NotifyLocalPlayerDead(self);
  5260.         FindGoodView();
  5261.  
  5262.         Timer();
  5263.         SetTimer(1.0, true);
  5264.  
  5265.         StopForceFeedback();
  5266.         ClientPlayForceFeedback("Damage");  // jdf
  5267.         CleanOutSavedMoves();
  5268.     }
  5269. Begin:
  5270. }
  5271.  
  5272. TwZ`#çA¿╥gùA%]ü-6FA¿ 'A ªA¿ 'w G≡
  5273. `
  5274. O{@╤σü│-≈σw∞*╠
  5275. ÿ n∞╔éär
  5276. ╠*%▒»╛²
  5277. ⌠9?,
  5278. ░├333?∞*╕r
  5279. ╠*
  5280. X'╟
  5281. B
  5282. 'σσ
  5283. B∞'∞*2é▒
  5284. ÷9?,r.▄
  5285. ÿ*2ééééäü│-≈<▒ß╪│╧ ù
  5286. ÿ ù9?╨╒∞ x
  5287. w
  5288. ÿ╘*0
  5289. ÿn
  5290. ÿ╘
  5291. uHD
  5292. █Get super pickup
  5293. M'Öéw
  5294. ╠*û
  5295. ÿ┌,<
  5296. *E*!N
  5297. K!╚A!9
  5298. █Return to Base with enemy flag!ü
  5299. │╧
  5300. █No path to home base for flag carrier(╠r
  5301. ⁿ│╧
  5302. █Near my Base with enemy flag!jü│-≈≈är│└**¢│└
  5303. 
  5304. *E*!N
  5305. K!j╚A!9
  5306. █NEED OUR FLAG BACK!B▒
  5307. ÷9?&∞s
  5308. héw∞*
  5309. B∞'(╠░ß╪
  5310. ÿ ù│ ù│╧▀│s
  5311. ÿ' G8class STHeavyMinigunAltFire extends MinigunAltFire;
  5312.  
  5313. [y[q,$áC¿╥ÇûCô¿╓    &vü-6FC¿ 'C ÑC¿ 'y GÇ└
  5314. kiD
  5315. t6EéwiÿΣ└wiÿ│└ G^Ngâ[%╞MääÖN7Öp76Nûp6N% c,)+¿SET Inputp6;NA6Np&A6;Np&A6>Np& G&class STTeamAI extends CTFTeamAI;
  5316.  
  5317. ÇaG]òA'à\%éû\7Pô76\&xÖP%nÜP6\9:Gg\PªP1Ñ\ GOclass STTurret extends ASVehicle_Sentinel_Floor;
  5318.  
  5319. //#exec OBJ LOAD FILE=..\Animations\AS_Vehicles_M.ukx
  5320.  
  5321. var Pawn OwnerPawn;
  5322.  
  5323. auto state NeedsRepairs
  5324. {
  5325.     function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
  5326.                     Vector momentum, class<DamageType> damageType)
  5327.     {
  5328.         if ( Role == Role_Authority && Health >= 200 )
  5329.             AwakeSentinel();
  5330.         super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
  5331.     }
  5332.  
  5333.     simulated event AnimEnd( int Channel )
  5334.     {
  5335.         PlayIdleClosed();
  5336.     }
  5337.  
  5338.     function bool Awake()
  5339.     {
  5340.         if ( Role == Role_Authority )
  5341.             bActive = true;
  5342.  
  5343.         PlayOpening();
  5344.  
  5345.         return true;
  5346.     }
  5347.  
  5348.     simulated function PlayOpening()
  5349.     {
  5350.         PlayAnim('Open', 0.33, 0.0);
  5351.  
  5352.         if ( Level.NetMode != NM_DedicatedServer )
  5353.         {
  5354.             if ( OpenCloseSound != None )
  5355.                 PlaySound( OpenCloseSound );
  5356.  
  5357.             if ( TurretBase != None && TurretBase.Mesh != None )
  5358.                 TurretBase.GotoState('Opening');
  5359.  
  5360.             if ( TurretSwivel != None && TurretSwivel.Mesh != None )
  5361.                 TurretSwivel.GotoState('Opening');
  5362.         }
  5363.  
  5364.         GotoState('Opening');
  5365.     }
  5366.  
  5367. Begin:
  5368.     if ( bActive )
  5369.         PlayOpening();
  5370.     else
  5371.         PlayIdleClosed();
  5372. }
  5373.  
  5374. simulated function UpdatePrecacheStaticMeshes()
  5375. {
  5376.     Level.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.Turret.FloorTurretSwivel' );
  5377.     Level.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.Turret.FloorTurretStaticEditor' );
  5378.  
  5379.     super.UpdatePrecacheStaticMeshes();
  5380. }
  5381.  
  5382. \Dclass STLocker extends Pickup;
  5383.  
  5384. #exec OBJ LOAD FILE=..\staticmeshes\industrial_static
  5385.  
  5386. var() bool bSentinelProtected;
  5387. var localized string LockerString;
  5388.  
  5389. var    FX_WeaponLocker    Effect;
  5390.  
  5391. struct PawnToucher
  5392. {
  5393.     var Pawn P;
  5394.     var float NextTouchTime;
  5395. };
  5396.  
  5397. var array<PawnToucher> Customers;
  5398.  
  5399. function bool AddCustomer(Pawn P)
  5400. {
  5401.     local int            i;
  5402.     local PawnToucher    PT;
  5403.  
  5404.     if ( Customers.Length > 0 )
  5405.         for ( i=0; i<Customers.Length; i++ )
  5406.         {
  5407.             if ( Customers[i].NextTouchTime < Level.TimeSeconds )
  5408.             {
  5409.                 if ( Customers[i].P == P )
  5410.                 {
  5411.                     Customers[i].NextTouchTime = Level.TimeSeconds + 30;
  5412.                     return true;
  5413.                 }
  5414.                 Customers.Remove(i,1);
  5415.                 i--;
  5416.             }
  5417.             else if ( Customers[i].P == P )
  5418.                 return false;
  5419.         }
  5420.     
  5421.     PT.P = P;
  5422.     PT.NextTouchTime = Level.TimeSeconds + 30;
  5423.     Customers[Customers.Length] = PT;
  5424.     return true;
  5425. }
  5426.  
  5427. function bool HasCustomer(Pawn P)
  5428. {
  5429.     local int i;
  5430.  
  5431.     if ( Customers.Length > 0 )
  5432.         for ( i=0; i<Customers.Length; i++ )
  5433.         {
  5434.             if ( Customers[i].NextTouchTime < Level.TimeSeconds )
  5435.             {
  5436.                 if ( Customers[i].P == P )
  5437.                     return false;
  5438.                 Customers.Remove(i,1);
  5439.                 i--;
  5440.             }
  5441.             else if ( Customers[i].P == P )
  5442.                 return true;
  5443.         }
  5444.  
  5445.     return false;
  5446. }
  5447.  
  5448. simulated function PostNetBeginPlay()
  5449. {
  5450.     Super.PostNetBeginPlay();
  5451.     
  5452.     MaxDesireability = 0;
  5453.  
  5454.     if ( bHidden )
  5455.         return;
  5456.  
  5457.     MaxDesireability = 1.000000;
  5458.  
  5459.     if ( Level.NetMode != NM_DedicatedServer )
  5460.         Effect = Spawn(class'FX_WeaponLocker', Self,, Location, Rotation );
  5461. }
  5462.  
  5463. simulated function destroyed()
  5464. {
  5465.     if ( Effect != None )
  5466.         Effect.Destroy();
  5467.  
  5468.     super.Destroyed();
  5469. }
  5470.  
  5471. simulated static function UpdateHUD(HUD H)
  5472. {
  5473.     H.LastPickupTime = H.Level.TimeSeconds;
  5474.     H.LastWeaponPickupTime = H.LastPickupTime;
  5475. }
  5476.  
  5477. function Reset()
  5478. {
  5479. }
  5480.  
  5481. simulated function String GetHumanReadableName()
  5482. {
  5483.     return LockerString;
  5484. }
  5485.  
  5486. // tell the bot how much it wants this weapon pickup
  5487. // called when the bot is trying to decide which inventory pickup to go after next
  5488. function float BotDesireability(Pawn Bot)
  5489. {
  5490.     if ( bHidden || HasCustomer(Bot) )
  5491.         return 0;
  5492.         
  5493.     return 0.8;
  5494. }
  5495.  
  5496. /* DetourWeight()
  5497. value of this path to take a quick detour (usually 0, used when on route to distant objective, but want to grab inventory for example)
  5498. */
  5499. function float DetourWeight(Pawn Other,float PathWeight)
  5500. {
  5501.     if ( bHidden || HasCustomer(Other) )
  5502.         return 0;
  5503.  
  5504.     if ( AIController(Other.Controller).PriorityObjective() && PathWeight > 400 )
  5505.         return 0.2/PathWeight;
  5506.     return 0.8/PathWeight;
  5507. }
  5508.  
  5509. auto state LockerPickup
  5510. {
  5511.     function bool ReadyToPickup(float MaxWait)
  5512.     {
  5513.         return true;
  5514.     }
  5515.  
  5516.     /* ValidTouch()
  5517.      Validate touch (if valid return true to let other pick me up and trigger event).
  5518.     */
  5519.     simulated function bool ValidTouch( actor Other )
  5520.     {
  5521.         // make sure its a live player
  5522.         if ( (Pawn(Other) == None) || !Pawn(Other).bCanPickupInventory || (Pawn(Other).Controller == None) )
  5523.             return false;
  5524.  
  5525.         // make sure not touching through wall
  5526.         if ( !FastTrace(Other.Location, Location) )
  5527.             return false;
  5528.             
  5529.         return true;
  5530.     }
  5531.     
  5532.     // When touched by an actor.
  5533.     simulated function Touch( actor Other )
  5534.     {
  5535.         local Inventory Inv;
  5536.         local Weapon Copy;
  5537.  
  5538.         // If touched by a player pawn, let him pick this up.
  5539.         if( ValidTouch(Other) )
  5540.         {
  5541.             if ( (PlayerController(Pawn(Other).Controller) != None) && (Viewport(PlayerController(Pawn(Other).Controller).Player) != None) )
  5542.             {
  5543.                 if ( (Effect != None) && !Effect.bHidden )
  5544.                     Effect.TurnOff(30);
  5545.             }
  5546.             if ( Role < ROLE_Authority )
  5547.                 return;
  5548.             if ( !AddCustomer(Pawn(Other)) )
  5549.                 return;
  5550.             TriggerEvent(Event, self, Pawn(Other));
  5551.  
  5552.             // go through the pawn's inventory, checking for weapons
  5553.             // fill weapon to startammo
  5554.             for ( Inv=Pawn(Other).Inventory; Inv!=None; Inv=Inv.Inventory )
  5555.             {
  5556.                 if ( Weapon(Inv) != None )
  5557.                 {
  5558.                     Copy = Weapon(Inv);
  5559.                     Copy.FillToInitialAmmo();
  5560.                 }
  5561.             }
  5562.  
  5563.             if( Pawn(Other) != None )
  5564.                 Pawn(Other).AddShieldStrength(25);
  5565.             else
  5566.                 Log("Could not give armor to pawn in state:LockerPickup:Touch");
  5567.  
  5568.             AnnouncePickup( Pawn(Other) );
  5569.         }
  5570.     }
  5571. }
  5572.  
  5573. State Disabled
  5574. {
  5575.     simulated function BeginState()
  5576.     {
  5577.         local LockerWeapon W;
  5578.         
  5579.         Super.BeginState();
  5580.         ForEach DynamicActors(class'LockerWeapon', W)
  5581.             W.Destroy();
  5582.         if ( Effect != None )
  5583.             Effect.Destroy();
  5584.     }
  5585. }
  5586.  
  5587. dR)º@(HkäûR%ÖR7¿⌠╫╨k¿⌠ δdS%δûS76R╛zddp\RSßdppd, \RSÑSz¿⌠ppidf╫╨k¿⌠ G═gk
  5588. Y        ÇÇ          2iìpⁿ═φ╕║g± ≤ª_╤>¡6nä█╧ì#ä█╧ì#⌐╕ò_╜╤>¡6n╤>¡6nä█╧ì#╩â@qΘû⌠·i|╩â@qΘä█╧ì#ä█╧ì#ä█╧ì#ç≤ñ)√ä█╧ì#ΓΩ┬*─ìT7_─ìT7_ñ┌▄0I─ìT7_─ìT7_╤>¡6nñ┌▄0Iñ┌▄0Iñ┌▄0Iñ┌▄0Iñ┌▄0Ièn] Ammo Locker{]('You loaded up at an ammunition locker.I┴    ci┬    F$Ç?P$?R:"á?á?Ç?c:"╥Br$áBj$HBh:[i:[hφqåclass STSquadAI extends CTFSquadAI;
  5589.  
  5590. const PC_VANGUARD = 1;
  5591. const PC_SPECIALIST = 2;
  5592. const PC_RANGER = 3;
  5593. const PC_SHARPSHOOTER = 4;
  5594. const PC_JUGGERNAUT = 5;
  5595. const PC_RAVAGER = 6;
  5596. const PC_BIOLOGIST = 7;
  5597.  
  5598. function bool ValidEnemy(Pawn NewEnemy)    // enemy isn't valid if you can't see him
  5599. {
  5600.     // but if he has a flag, you should most definitely see him
  5601.     return ( (NewEnemy != None) && !NewEnemy.bAmbientCreature && (NewEnemy.Health > 0)
  5602.         && (NewEnemy.Controller != None) && !FriendlyToward(NewEnemy)
  5603.         && (NewEnemy.Visibility > 1
  5604.         || (NewEnemy.PlayerReplicationInfo.HasFlag == none && NewEnemy.Visibility == 1 && FRand() > 0.7)
  5605.         || (NewEnemy.PlayerReplicationInfo.HasFlag != none && NewEnemy.Visibility == 1 )));
  5606. }
  5607.  
  5608. // there's a bad check in the delivered version of this function... regarding 'Best' and 'markedItem'
  5609. function NavigationPoint FindHidePathFor(Bot B)
  5610. {
  5611.     local NavigationPoint N;
  5612.     local InventorySpot Best;
  5613.     local float NewD, BestD;
  5614.     local int MyTeamNum, EnemyTeamNum;
  5615.  
  5616.     MyTeamNum = Team.TeamIndex;
  5617.     if ( MyTeamNum == 0 )
  5618.         EnemyTeamNum = 1;
  5619.  
  5620.     // look for nearby inventory
  5621.     // stay away from enemies, and enemy base
  5622.     // don't go too far
  5623.  
  5624.     For ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
  5625.         if ( (InventorySpot(N) != None)
  5626.             && (N.BaseVisible[EnemyTeamNum] == 0)
  5627.             && (N.BaseDist[MyTeamNum] < FMin(2400,0.7*N.BaseDist[EnemyTeamNum])) )
  5628.         {
  5629.             if ( (Best == None) && !VisibleToEnemiesOf(N,B) )
  5630.             {
  5631.                 Best = InventorySpot(N);
  5632.                 if ( Best != none && Best.markedItem != none && Best.markedItem.ReadyToPickup(3) )
  5633.                     BestD = Best.markedItem.BotDesireability(B.Pawn);
  5634.             }
  5635.             else if ( Best != none && Best.markedItem != none && !Best.markedItem.ReadyToPickup(3) )
  5636.             {
  5637.                 if ( (InventorySpot(N).markedItem.ReadyToPickup(3) || (FRand() < 0.5))
  5638.                     && !VisibleToEnemiesOf(N,B)  )
  5639.                 {
  5640.                     Best = InventorySpot(N);
  5641.                     if( Best != none && Best.markedItem != none )
  5642.                         BestD = Best.markedItem.BotDesireability(B.Pawn);
  5643.                 }
  5644.             }
  5645.             else if ( InventorySpot(N) != none && InventorySpot(N) != none
  5646.                 && InventorySpot(N).markedItem != none && InventorySpot(N).markedItem.ReadyToPickup(3) )
  5647.             {
  5648.                 NewD = InventorySpot(N).markedItem.BotDesireability(B.Pawn);
  5649.                 if ( (NewD > BestD) && !VisibleToEnemiesOf(N,B) )
  5650.                 {
  5651.                     Best = InventorySpot(N);
  5652.                     BestD = NewD;
  5653.                 }
  5654.             }
  5655.         }
  5656.     return Best;
  5657. }
  5658.  
  5659. function bool OrdersForFlagReturner(Bot B)
  5660. {
  5661.     // super pickups if nearby
  5662.     // see if should get superweapon/ pickup
  5663.     if ( (B.Skill > 2) && (Vehicle(B.Pawn) == None) )
  5664.     {
  5665.         if ( (!FriendlyFlag.bHome || (VSize(FriendlyFlag.HomeBase.Location - B.Pawn.Location) > 2000))
  5666.                 && Team.AI.SuperPickupAvailable(B)
  5667.                 && (B.Pawn.Anchor != None) && B.Pawn.ReachedDestination(B.Pawn.Anchor)
  5668.                 && B.FindSuperPickup(800) )
  5669.         {
  5670.             B.GoalString = "Get super pickup";
  5671.             B.SetAttractionState();
  5672.             return true;
  5673.         }
  5674.     }
  5675.  
  5676.     if ( (B.Enemy != None) && (B.Pawn.Health < 60 ))
  5677.         B.SendMessage(None, 'OTHER', B.GetMessageIndex('NEEDBACKUP'), 25, 'TEAM');
  5678.     B.GoalString = "Return to Base with enemy flag!";
  5679.     if ( !FindPathToObjective(B,FriendlyFlag.HomeBase) )
  5680.     {
  5681.         B.GoalString = "No path to home base for flag carrier";
  5682.         // FIXME - suicide after a while
  5683.         return false;
  5684.     }
  5685.     if ( B.MoveTarget == FriendlyFlag.HomeBase )
  5686.     {
  5687.         B.GoalString = "Near my Base with friendly flag!";
  5688.         if ( VSize(B.Pawn.Location - FriendlyFlag.HomeBase.Location) < FriendlyFlag.HomeBase.CollisionRadius )
  5689.         {
  5690.             UnrealMPGameInfo(Level.Game).ScoreGameObject(B, FriendlyFlag);
  5691.             FriendlyFlag.OldHolder = FriendlyFlag.Holder;
  5692.             FriendlyFlag.SetLocation(FriendlyFlag.Holder.Location);
  5693.             FriendlyFlag.GotoState('Dropped');
  5694.             FriendlyFlag.SendHome();
  5695.         }
  5696.     }
  5697.     return true;
  5698. }
  5699.  
  5700. function bool AllowTranslocationBy(Bot B)
  5701. {
  5702.     // bot shouldn't translocate if he has ANY flag.  Period.
  5703.     return ( B.Pawn != EnemyFlag.Holder && B.Pawn != FriendlyFlag.Holder );
  5704. }
  5705.  
  5706. function bool OrdersForFlagCarrier(Bot B)
  5707. {
  5708.     // find a hiding spot until our team returns our flag
  5709.     // FIXME - don't use pure distance - also check distance returned from pathfinding
  5710.     if ( !FriendlyFlag.bHome )
  5711.     {
  5712.         // otherwise, go hide
  5713.         if ( HidePath != None )
  5714.         {
  5715.             if ( B.Pawn.ReachedDestination(HidePath) )
  5716.             {
  5717.                 if ( ((B.Enemy == None) || (Level.TimeSeconds - B.LastSeenTime > 7)) && (FRand() < 0.7) )
  5718.                 {
  5719.                     HidePath = None;
  5720.                     if ( B.Enemy == None )
  5721.                         B.WanderOrCamp(true);
  5722.                     else
  5723.                         B.DoStakeOut();
  5724.                     return true;
  5725.                 }
  5726.             }
  5727.             else if ( B.SetRouteToGoal(HidePath) )
  5728.                 return true;
  5729.         }
  5730.     }
  5731.     HidePath = None;
  5732.  
  5733.     // super pickups if nearby
  5734.     // see if should get superweapon/ pickup
  5735.     if ( (B.Skill > 2) && (Vehicle(B.Pawn) == None) )
  5736.     {
  5737.         if ( (!FriendlyFlag.bHome || (VSize(FriendlyFlag.HomeBase.Location - B.Pawn.Location) > 2000))
  5738.                 && Team.AI.SuperPickupAvailable(B)
  5739.                 && (B.Pawn.Anchor != None) && B.Pawn.ReachedDestination(B.Pawn.Anchor)
  5740.                 && B.FindSuperPickup(800) )
  5741.         {
  5742.             B.GoalString = "Get super pickup";
  5743.             B.SetAttractionState();
  5744.             return true;
  5745.         }
  5746.     }
  5747.  
  5748.     if ( (B.Enemy != None) && (B.Pawn.Health < 60 ))
  5749.         B.SendMessage(None, 'OTHER', B.GetMessageIndex('NEEDBACKUP'), 25, 'TEAM');
  5750.     B.GoalString = "Return to Base with enemy flag!";
  5751.     if ( !FindPathToObjective(B,FriendlyFlag.HomeBase) )
  5752.     {
  5753.         B.GoalString = "No path to home base for flag carrier";
  5754.         // FIXME - suicide after a while
  5755.         return false;
  5756.     }
  5757.     if ( B.MoveTarget == FriendlyFlag.HomeBase )
  5758.     {
  5759.         B.GoalString = "Near my Base with enemy flag!";
  5760.         if ( !FriendlyFlag.bHome )
  5761.         {
  5762.             // only send this message if our team doesn't have our flag in possession
  5763.             if( FriendlyFlag.Holder == none || FriendlyFlag.Holder.GetTeamNum() != B.GetTeamNum() )
  5764.                 B.SendMessage(None, 'OTHER', B.GetMessageIndex('NEEDOURFLAG'), 25, 'TEAM');
  5765.  
  5766.             B.GoalString = "NEED OUR FLAG BACK!";
  5767.             if ( B.Skill > 1 )
  5768.                 HidePath = FindHidePathFor(B);
  5769.             if ( (HidePath != None) && B.SetRouteToGoal(HidePath) )
  5770.                 return true;
  5771.             return false;
  5772.         }
  5773.         if ( VSize(B.Pawn.Location - FriendlyFlag.Location) < FriendlyFlag.HomeBase.CollisionRadius )
  5774.             FriendlyFlag.Touch(B.Pawn);
  5775.     }
  5776.     return true;
  5777. }
  5778.  
  5779. function bool CheckSquadObjectives(Bot B)
  5780. {
  5781.     local bool bSeeFlag;
  5782.     local actor FlagCarrierTarget;
  5783.     local controller FlagCarrier;
  5784.  
  5785.     if ( B.PlayerReplicationInfo.HasFlag == FriendlyFlag  )
  5786.         return OrdersForFlagReturner(B);
  5787.  
  5788.     if ( B.PlayerReplicationInfo.HasFlag == EnemyFlag  )
  5789.         return OrdersForFlagCarrier(B);
  5790.  
  5791.     if ( CheckVehicle(B) )
  5792.         return true;
  5793.  
  5794.     AddTransientCosts(B,1);
  5795.     if ( !FriendlyFlag.bHome  )
  5796.     {
  5797.         bSeeFlag = B.LineOfSightTo(FriendlyFlag.Position());
  5798.         if ( Team.Size == 1 )
  5799.         {
  5800.             if ( B.NeedWeapon() && B.FindInventoryGoal(0) )
  5801.             {
  5802.                 B.SetAttractionState();
  5803.                 return true;
  5804.             }
  5805.  
  5806.             // keep attacking if 1-0n-1
  5807.             if ( (FriendlyFlag.Holder != None) || (VSize(B.Pawn.Location - FriendlyFlag.Position().Location) > VSize(B.Pawn.Location - EnemyFlag.Position().Location)) )
  5808.                 return FindPathToObjective(B,EnemyFlag.Position());
  5809.         }
  5810.         if ( bSeeFlag )
  5811.         {
  5812.             if ( FriendlyFlag.Holder == None )
  5813.             {
  5814.                 if ( GoPickupFlag(B) )
  5815.                     return true;
  5816.             }
  5817.             else if( FriendlyFlag.Holder.GetTeamNum() != B.GetTeamNum() )    // only take up the chase if the enemy has our flag
  5818.             {
  5819.                 if ( B.Enemy != none && (B.Enemy.PlayerReplicationInfo != None) && (B.Enemy.PlayerReplicationInfo.HasFlag != FriendlyFlag) )
  5820.                     FindNewEnemyFor(B,(B.Enemy != None) && B.LineOfSightTo(B.Enemy));
  5821.                 if ( Level.TimeSeconds - LastSeeFlagCarrier > 6 )
  5822.                 {
  5823.                     LastSeeFlagCarrier = Level.TimeSeconds;
  5824.                     B.SendMessage(None, 'OTHER', B.GetMessageIndex('ENEMYFLAGCARRIERHERE'), 10, 'TEAM');
  5825.                 }
  5826.                 B.GoalString = "Attack enemy flag carrier";
  5827.                 if ( B.IsSniping() )
  5828.                     return false;
  5829.                 B.bPursuingFlag = true;
  5830.                 return ( TryToIntercept(B,FriendlyFlag.Holder,EnemyFlag.Homebase) );
  5831.             }
  5832.         }
  5833.  
  5834.         if ( GetOrders() == 'Attack' )
  5835.         {
  5836.             // break off attack only if needed
  5837.             if ( B.bPursuingFlag || bSeeFlag || (B.LastRespawnTime > FriendlyFlag.TakenTime) || NearHomeBase(B)
  5838.                 || ((Level.TimeSeconds - FriendlyFlag.TakenTime > FriendlyFlag.HomeBase.BaseExitTime) && !NearEnemyBase(B)) )
  5839.             {
  5840.                 if( FriendlyFlag.Holder == none || ( FriendlyFlag.Holder != none && FriendlyFlag.Holder.GetTeamNum() != B.GetTeamNum() ))
  5841.                 {
  5842.                     B.bPursuingFlag = true;
  5843.                     B.GoalString = "Go after enemy holding flag rather than attacking";
  5844.                     if ( FriendlyFlag.Holder != None )
  5845.                         return TryToIntercept(B,FriendlyFlag.Holder,EnemyFlag.Homebase);
  5846.                     else if ( GoPickupFlag(B) )
  5847.                         return true;
  5848.                 }
  5849.             }
  5850.             else if ( B.bReachedGatherPoint )
  5851.                 B.GatherTime = Level.TimeSeconds - 10;
  5852.  
  5853.         }
  5854.         else if ( (PlayerController(SquadLeader) == None) && !B.IsSniping()
  5855.             && ((CurrentOrders != 'Defend') || bSeeFlag || (B.bPursuingFlag && FlagNearBase())) )
  5856.         {
  5857.             if( FriendlyFlag.Holder == none || ( FriendlyFlag.Holder != none && FriendlyFlag.Holder.GetTeamNum() != B.GetTeamNum() ))
  5858.             {
  5859.                 // FIXME - try to leave one defender at base
  5860.                 B.bPursuingFlag = true;
  5861.                 B.GoalString = "Go find my flag";
  5862.                 if ( FriendlyFlag.Holder != None )
  5863.                     return TryToIntercept(B,FriendlyFlag.Holder,EnemyFlag.Homebase);
  5864.                 else if ( GoPickupFlag(B) )
  5865.                     return true;
  5866.             }
  5867.         }
  5868.     }
  5869.     B.bPursuingFlag = false;
  5870.  
  5871.     if ( (SquadObjective == EnemyFlag.Homebase) && (B.Enemy != None) && FriendlyFlag.Homebase.BotNearObjective(B)
  5872.         && (Level.TimeSeconds - B.LastSeenTime < 3) )
  5873.     {
  5874.         if ( !EnemyFlag.bHome && (EnemyFlag.Holder == None ) && B.LineOfSightTo(EnemyFlag.Position()) )
  5875.             return FindPathToObjective(B,EnemyFlag.Position());
  5876.  
  5877.         B.SendMessage(None, 'OTHER', B.GetMessageIndex('INCOMING'), 15, 'TEAM');
  5878.         B.GoalString = "Intercept incoming enemy!";
  5879.         return false;
  5880.     }
  5881.  
  5882.     if ( EnemyFlag.Holder == None )
  5883.     {
  5884.         if ( !EnemyFlag.bHome || EnemyFlag.Homebase.BotNearObjective(B) )
  5885.         {
  5886.             B.GoalString = "Near enemy flag!";
  5887.             return FindPathToObjective(B,EnemyFlag.Position());
  5888.         }
  5889.     }
  5890.     else if ( (GetOrders() != 'Defend') && !SquadLeader.IsA('PlayerController') )
  5891.     {
  5892.         // make flag carrier squad leader if on same squad
  5893.         FlagCarrier = EnemyFlag.Holder.Controller;
  5894.         if ( FlagCarrier != none && (SquadLeader != FlagCarrier) && IsOnSquad(FlagCarrier) )
  5895.             SetLeader(FlagCarrier);
  5896.  
  5897.         if ( (B.Enemy != None) && FlagCarrier != none && B.Enemy.LineOfSightTo(FlagCarrier.Pawn) )
  5898.         {
  5899.             B.GoalString = "Fight enemy threatening flag carrier";
  5900.             B.FightEnemy(true,0);
  5901.             return true;
  5902.         }
  5903.  
  5904.         if ( FlagCarrier != none && ((FlagCarrier.MoveTarget == FriendlyFlag.HomeBase)
  5905.             || (FlagCarrier.RouteCache[1] == FriendlyFlag.HomeBase))
  5906.             && (B.Enemy != None)
  5907.             && B.LineOfSightTo(FriendlyFlag.HomeBase) )
  5908.         {
  5909.             B.GoalString = "Fight enemy while waiting for flag carrier to score";
  5910.             if ( B.LostContact(7) )
  5911.                 B.LoseEnemy();
  5912.             if ( B.Enemy != None )
  5913.             {
  5914.                 B.FightEnemy(false,0);
  5915.                 return true;
  5916.             }
  5917.         }
  5918.  
  5919.         if ( (AIController(FlagCarrier) != None) && (FlagCarrier.MoveTarget != None)
  5920.             && (FlagCarrier.InLatentExecution(FlagCarrier.LATENT_MOVETOWARD)) )
  5921.         {
  5922.             if ( (FlagCarrier.RouteCache[0] == FlagCarrier.MoveTarget)
  5923.                 && (FlagCarrier.RouteCache[1] != None) )
  5924.                 FlagCarrierTarget = FlagCarrier.RouteCache[1];
  5925.             else
  5926.                 FlagCarrierTarget = FlagCarrier.MoveTarget;
  5927.         }
  5928.         else
  5929.             FlagCarrierTarget = FlagCarrier.Pawn;
  5930.         FindPathToObjective(B,FlagCarrierTarget);
  5931.         if ( (B.MoveTarget == FlagCarrierTarget) || (B.MoveTarget == FlagCarrier.MoveTarget) )
  5932.         {
  5933.             if ( B.Enemy != None )
  5934.             {
  5935.                 B.GoalString = "Fight enemy while waiting for flag carrier";
  5936.                 if ( B.LostContact(7) )
  5937.                     B.LoseEnemy();
  5938.                 if ( B.Enemy != None )
  5939.                 {
  5940.                     B.FightEnemy(false,0);
  5941.                     return true;
  5942.                 }
  5943.             }
  5944.             if ( !B.bInitLifeMessage )
  5945.             {
  5946.                 B.bInitLifeMessage = true;
  5947.                 B.SendMessage(EnemyFlag.Holder.PlayerReplicationInfo, 'OTHER', B.GetMessageIndex('GOTYOURBACK'), 10, 'TEAM');
  5948.             }
  5949.             if ( (B.MoveTarget == FlagCarrier.Pawn)
  5950.                 && ((VSize(B.Pawn.Location - FlagCarrier.Pawn.Location) < 250) || (FlagCarrier.Pawn.Acceleration == vect(0,0,0))) )
  5951.                 return false;
  5952.             if ( B.Pawn.ReachedDestination(FlagCarrierTarget) || (FlagCarrier.Pawn.Acceleration == vect(0,0,0))
  5953.                 || (FlagCarrier.MoveTarget == FriendlyFlag.HomeBase) || (FlagCarrier.RouteCache[1] == FriendlyFlag.HomeBase) )
  5954.             {
  5955.                 B.WanderOrCamp(true);
  5956.                 B.GoalString = "Back up the flag carrier!";
  5957.                 return true;
  5958.             }
  5959.         }
  5960.  
  5961.         B.GoalString = "Find the flag carrier - move to "$B.MoveTarget;
  5962.         return ( B.MoveTarget != None );
  5963.     }
  5964.     return super(SquadAI).CheckSquadObjectives(B);
  5965. }
  5966.  
  5967. function bool AllowDetourTo(Bot B,NavigationPoint N)
  5968. {
  5969.     if ( B.PlayerReplicationInfo.HasFlag == FriendlyFlag )
  5970.         return ( N.LastDetourWeight * B.RouteDist > 2 );
  5971.  
  5972.     return super.AllowDetourTo( B, N );
  5973. }
  5974.  
  5975. function bool FindPathToObjective(Bot B, Actor O)
  5976. {
  5977.     if ( B.PlayerReplicationInfo.HasFlag == FriendlyFlag )
  5978.         return B.SetRouteToGoal(O);
  5979.  
  5980.     return super.FindPathToObjective( B, O );
  5981. }
  5982.  
  5983. function bool CautiousAdvance(Bot B)
  5984. {
  5985.     // if bot is a sharpshooter, more likely to crouch
  5986.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo) != none && STPlayerReplicationInfo(B.PlayerReplicationInfo).PlayerClass == PC_SHARPSHOOTER )
  5987.     {
  5988.         // a sharpshooter should crouch 70% of the time, but if they have the flag, no crouching!
  5989.         if( B.PlayerReplicationInfo.HasFlag != EnemyFlag && FRand() < 0.7 )
  5990.             return true;
  5991.     }
  5992.  
  5993.     return super.CautiousAdvance(B);
  5994. }
  5995.  
  5996. function Pawn GetHealablePlayer(Bot B)
  5997. {
  5998.     local STPawn P;
  5999.  
  6000.     foreach B.CollidingActors(class'STPawn', P, 1000)
  6001.     {
  6002.         if( P.GetTeamNum() == B.GetTeamNum() && P.Health < 125 )
  6003.             return P;
  6004.     }
  6005. }
  6006.  
  6007. function Vehicle GetLinkVehicle(Bot B)
  6008. {
  6009.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo) != none && STPlayerReplicationInfo(B.PlayerReplicationInfo).Turret != none )
  6010.         return STPlayerReplicationInfo(B.PlayerReplicationInfo).Turret;
  6011.  
  6012.     return super.GetLinkVehicle(B);
  6013. }
  6014.  
  6015. function bool CheckVehicle(Bot B)
  6016. {
  6017.     local Vehicle V;
  6018.     local STPawn P;
  6019.     local STTimeBombProjectile TB;
  6020.  
  6021.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo) != none && STPlayerReplicationInfo(B.PlayerReplicationInfo).PlayerClass == PC_BIOLOGIST )
  6022.     {
  6023.         // check if there is an unhealthy, diseased, or legshot person within range and line of fire on my team
  6024.         foreach B.Pawn.CollidingActors(class'STPawn', P, 1000)
  6025.         {
  6026.             if (B.Pawn != P && B.Pawn.Weapon != None && B.Pawn.Weapon.CanHeal(P) && B.LineOfSightTo(P))
  6027.             {
  6028.                 if( P.Disease != none || P.bShotInLeg || (P.Health < 150 && P.Health > 0 ))
  6029.                 {
  6030.                     B.GoalString = "Heal "$P;
  6031.                     B.DoRangedAttackOn(P);
  6032.                     return true;
  6033.                 }
  6034.             }
  6035.         }
  6036.     }
  6037.  
  6038.     if( STPlayerReplicationInfo(B.PlayerReplicationInfo) != none && STPlayerReplicationInfo(B.PlayerReplicationInfo).PlayerClass == PC_SPECIALIST )
  6039.     {
  6040.         // if there is a bomb nearby, try to diffuse it
  6041.         foreach B.Pawn.CollidingActors(class'STTimeBombProjectile', TB, 1000)
  6042.         {
  6043.             if( STLinkGun(B.Pawn.Weapon) != none && B.LineOfSightTo(TB) && TB.TeamNum != B.GetTeamNum() )
  6044.             {
  6045.                 B.GoalString = "Heal "$TB;
  6046.                 B.DoRangedAttackOn(TB);
  6047.                 return true;
  6048.             }
  6049.         }
  6050.  
  6051.         // if there is a turret now...
  6052.         if( STPlayerReplicationInfo(B.PlayerReplicationInfo).Turret != none )
  6053.         {
  6054.             V = STPlayerReplicationInfo(B.PlayerReplicationInfo).Turret;
  6055.  
  6056.             // make sure I'm close enough to the turret to be able to heal it
  6057.             if( VSize(B.Pawn.Location - V.Location) < 1000 )
  6058.             {
  6059.                 // if line of sight with turret and turret isn't full on health, do heal
  6060.                 if (V.Health < 400 && B.CanAttack(V))
  6061.                 {
  6062.                     if (V.TeamLink(Team.TeamIndex))
  6063.                     {
  6064.                         if (B.Pawn.Weapon != None && B.Pawn.Weapon.CanHeal(V))
  6065.                         {
  6066.                             // if the turret is a ceiling turret and it's less than 300 units up from me, replace it
  6067. /*                            if( STTurretCeiling(V) != none && (V.Location.Z - B.Pawn.Location.Z) < 300 )
  6068.                                 V.Destroy();
  6069.                             else
  6070.                             {*/
  6071.             //                    B.bAltFire = 1;
  6072.                                 B.GoalString = "Heal "$V;
  6073.                                 B.DoRangedAttackOn(V.GetAimTarget());
  6074.                                 return true;
  6075.                             //}
  6076.                         }
  6077.                         else
  6078.                         {
  6079.                             B.SwitchToBestWeapon();
  6080.                             if (B.Pawn.PendingWeapon != None && B.Pawn.PendingWeapon.CanHeal(V))
  6081.                             {
  6082.                                 // if the turret is a ceiling turret and it's less than 300 units up from me, replace it
  6083. /*                                if( STTurretCeiling(V) != none && (V.Location.Z - B.Pawn.Location.Z) < 300 )
  6084.                                     V.Destroy();
  6085.                                 else
  6086.                                 {*/
  6087.             //                        B.bAltFire = 1;
  6088.                                     B.GoalString = "Heal "$V;
  6089.                                     B.DoRangedAttackOn(V.GetAimTarget());
  6090.                                     return true;
  6091.                                 //}
  6092.                             }
  6093.                         }
  6094.                     }
  6095.                 }
  6096.             }
  6097.         }
  6098.     }
  6099.  
  6100.     return super.CheckVehicle(B);
  6101. }
  6102. ~DLσ    ^Fé▒÷9?,r.▄ÿ*Fééééäü│-≈<▒ß╪│╧ ùÿ ù9?╨╒∞ xwÿ╘*0ÿnÿ╘ uHD█Get super pickupM'¡éw╠*ûÿ┌,<*E*!N K!╚A!9█Return to Base with enemy flag!3ü│╧█No path to home base for flag carrier(Yrⁿ│╧█Near my Base with friendly flag!Y░ß╪ÿ ù│╧ ù│╧▀.┬╛╞m││╘│└│a │└ ù│q!k│R' Gh'^└M*ΘÖ'7 SéûC76' ÜC6'9:V ]VÖC76'76'Æ76'&76;'Æ76;'&76>'Æ76>'&Cô76'&C6'9:VC6;'c,+¿KeyName9RVC6>'c,!+¿LOCALIZEDKEYNAME9RVc,;+¿¿SET InputC6;'6`')' GC*class STAmmoPackPickup extends Ammo;
  6103.  
  6104. function float DetourWeight(Pawn Other,float PathWeight)
  6105. {
  6106.     // if the bot has a flag, we don't want to stop for ammo
  6107.     if( Other != none && Other.PlayerReplicationInfo.HasFlag == none )
  6108.     {
  6109.         if( STPawn(Other) != none && Other.ShieldStrength < STPawn(Other).ShieldStrengthMax )
  6110.             return MaxDesireability/PathWeight;
  6111.  
  6112.         // if ammo for primary fire is less than a third, we want ammo
  6113.         if( Other.Weapon != none && Other.Weapon.AmmoAmount(0) < Other.Weapon.MaxAmmo(0) * 0.3 )
  6114.             return MaxDesireability;
  6115.     }
  6116.  
  6117.     return (MaxDesireability/PathWeight)*0.03;
  6118. }
  6119.  
  6120. function float BotDesireability(Pawn Bot)
  6121. {
  6122.     // if the bot has a flag, we don't want to stop for ammo
  6123.     if( Bot != none && Bot.PlayerReplicationInfo.HasFlag == none )
  6124.     {
  6125.         if( STPawn(Bot) != none && Bot.ShieldStrength < STPawn(Bot).ShieldStrengthMax )
  6126.             return MaxDesireability;
  6127.  
  6128.         // if ammo for primary fire is less than a third, we want ammo
  6129.         if( Bot.Weapon != none && Bot.Weapon.AmmoAmount(0) < Bot.Weapon.MaxAmmo(0) * 0.3 )
  6130.             return MaxDesireability;
  6131.     }
  6132.     return MaxDesireability * 0.03;
  6133. }
  6134.  
  6135. function RespawnEffect()
  6136. {
  6137.     spawn(class'PlayerSpawnEffect');
  6138. }
  6139.  
  6140. auto state Pickup
  6141. {
  6142.     /* ValidTouch()
  6143.      Validate touch (if valid return true to let other pick me up and trigger event).
  6144.     */
  6145.     // When touched by an actor.
  6146.     function Touch( actor Other )
  6147.     {
  6148.         local Weapon Copy;
  6149.         local Inventory Inv;
  6150.  
  6151.         // If touched by a player pawn, let him pick this up.
  6152.         if( ValidTouch(Other) )
  6153.         {
  6154.             AnnouncePickup(Pawn(Other));
  6155.             SetRespawn();
  6156.  
  6157.             // go through the pawn's inventory, checking for weapons
  6158.             // add (InitialAmount / 5) to the weapon
  6159.             for ( Inv=Pawn(Other).Inventory; Inv!=None; Inv=Inv.Inventory )
  6160.             {
  6161.                 if ( Weapon(Inv) != None )
  6162.                 {
  6163.                     Copy = Weapon(Inv);
  6164.                     if( Copy.FireModeClass[0].default.AmmoClass != None )
  6165.                     {
  6166.                         if( Copy.FireModeClass[0].default.AmmoClass.default.InitialAmount < 5 )
  6167.                             Copy.AddAmmo( 1, 0 );
  6168.                         else
  6169.                             Copy.AddAmmo( Copy.FireModeClass[0].default.AmmoClass.default.InitialAmount / 5, 0 );
  6170.  
  6171.                         if( Copy.FireModeClass[0].default.AmmoClass != Copy.FireModeClass[1].default.AmmoClass )
  6172.                         {
  6173.                             if( Copy.FireModeClass[1].default.AmmoClass != None )
  6174.                             {
  6175.                                 if( Copy.FireModeClass[1].default.AmmoClass.default.InitialAmount < 5 )
  6176.                                     Copy.AddAmmo( 1, 1 );
  6177.                                 else
  6178.                                     Copy.AddAmmo( Copy.FireModeClass[1].default.AmmoClass.default.InitialAmount / 5, 1 );
  6179.                             }
  6180.                         }
  6181.                     }
  6182.                 }
  6183.             }
  6184.  
  6185.             // and 10% armor!
  6186.             if( STPawn(Other) != None )
  6187.                 Pawn(Other).AddShieldStrength(STPawn(Other).ShieldStrengthMax/10);
  6188.         }
  6189.     }
  6190. }
  6191.  
  6192.  
  6193.  
  6194. µm|    G        ÇÇ          2=n▐█¿█µΩcZDä█╧ì#╩â@qΘû⌠·i|ôÄ¿Kiû⌠·i|ôÄ¿KiôΩn▐BJû⌠·i|û⌠·i|û⌠·i|ôÄ¿KiôΩn▐BJû⌠·i|ôÄ¿Kiû⌠·i|ôÄ¿Kiû⌠·i|ôÄ¿Kiû⌠·i|ôÄ¿KiôΩn▐BJû⌠·i|û⌠·i|û⌠·i|ôÄ¿KiôΩn▐BJ╩â@qΘä█╧ì##kää█╧ì#É°±ùä█╧ì##kää█╧ì#ä█╧ì#û⌠·i|ä█╧ì#û⌠·i|ä█╧ì#É°±ùä█╧ì##kää█╧ì#ä█╧ì#û⌠·i|ä█╧ì#û⌠·i|èk$└>P$á@{]$#You picked up a box of ammunition.I■|MLinkAmmoPickupci j$(Ahφf.//-----------------------------------------------------------
  6195. //
  6196. //-----------------------------------------------------------
  6197. class STPlayerReplicationInfo extends xPlayerReplicationInfo;
  6198.  
  6199. var int PlayerClass;
  6200. var bool Gender;
  6201. var float DistanceFromHome;
  6202. var STTimeBombProjectile Bomb;
  6203. var ASVehicle_Sentinel Turret;
  6204.  
  6205. const PC_VANGUARD = 1;
  6206. const PC_SPECIALIST = 2;
  6207. const PC_RANGER = 3;
  6208. const PC_SHARPSHOOTER = 4;
  6209. const PC_JUGGERNAUT = 5;
  6210. const PC_RAVAGER = 6;
  6211. const PC_BIOLOGIST = 7;
  6212. const MAX_CLASSES = 7;
  6213.  
  6214. replication
  6215. {
  6216.     reliable if ( bNetDirty && (Role == Role_Authority) )
  6217.         PlayerClass,Gender,DistanceFromHome;
  6218.     reliable if( Role<ROLE_Authority )
  6219.         SetGender,SetClass;
  6220. }
  6221.  
  6222. simulated function SetGender(bool NewGender)
  6223. {
  6224.     Gender = NewGender;
  6225. }
  6226.  
  6227. simulated function SetClass(int NewPlayerClass)
  6228. {
  6229.     PlayerClass = NewPlayerClass;
  6230. }
  6231.  
  6232. simulated function array<int> GetTeamClasses()
  6233. {
  6234.     local array<int> TeamClasses;
  6235.     local STPlayerReplicationInfo PRI;
  6236.  
  6237.     TeamClasses.Length = MAX_CLASSES;
  6238.     foreach AllActors( class'SpectralTandem.STPlayerReplicationInfo', PRI )
  6239.     {
  6240.         // make sure the list includes only players on this team
  6241.         if( PRI != self && PRI.Team != none && PRI.Team.TeamIndex == Team.TeamIndex )
  6242.         {
  6243.             // increment the counter for this class
  6244.             if( PRI.PlayerClass > 0 )
  6245.                 TeamClasses[PRI.PlayerClass - 1]++;
  6246.         }
  6247.     }
  6248.  
  6249.     return TeamClasses;
  6250. }
  6251.  
  6252. function SetBotClass(optional int IntendedClass)
  6253. {
  6254.     local STPlayerReplicationInfo PRI;
  6255.     local array<int> TeamClasses;
  6256.     local array<int> LeftoverClasses;
  6257.     local int i, j;
  6258.     local bool bFoundMinima;
  6259.  
  6260.     TeamClasses.Length = MAX_CLASSES;
  6261.     bFoundMinima = false;
  6262.  
  6263.     // get the classes of all players on the team
  6264.     foreach AllActors( class'STPlayerReplicationInfo', PRI )
  6265.     {
  6266.         // make sure the list includes only players on this team
  6267.         if( PRI != self && PRI.Team != none && PRI.Team.TeamIndex == Team.TeamIndex )
  6268.         {
  6269.             // increment the counter for this class
  6270.             if( PRI.PlayerClass > 0 )
  6271.                 TeamClasses[PRI.PlayerClass - 1]++;
  6272.         }
  6273.     }
  6274.  
  6275.     // don't want random additions to end up the same if all classes are already there
  6276.     while( bFoundMinima == false )
  6277.     {
  6278.         // decrement each class counter
  6279.         for( i = 0; i < MAX_CLASSES; i++ )
  6280.         {
  6281.             if( TeamClasses[i] == 0 )
  6282.             {
  6283.                 bFoundMinima = true;
  6284.             }
  6285.         }
  6286.  
  6287.         // if haven't found minima yet, we need to decrement all class counters
  6288.         if( bFoundMinima == false )
  6289.         {
  6290.             for( i = 0; i < MAX_CLASSES; i++ )
  6291.             {
  6292.                 TeamClasses[i]--;
  6293.             }
  6294.         }
  6295.     }
  6296.  
  6297.     j = 0;
  6298.     for( i = 0; i < MAX_CLASSES; i++ )
  6299.     {
  6300.         if( TeamClasses[i] == 0 )
  6301.         {
  6302.             LeftoverClasses.Length = j + 1;
  6303.             LeftoverClasses[j] = i + 1;
  6304.             // if the intended class is available for choosing, assign it and exit
  6305.             if( IntendedClass == i + 1 )
  6306.             {
  6307.                 PlayerClass = IntendedClass;
  6308.                 return;
  6309.             }
  6310.             j++;
  6311.         }
  6312.     }
  6313.  
  6314.     // pick a random class from those remaining
  6315.     PlayerClass = LeftoverClasses[Rand(LeftoverClasses.Length)];
  6316. }
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  6389. ^█▐:}l█îI    z█îƒYI▄ò:PV▄ª:~ c▄î~o▄îÇF ~▄Ü_E L▌îWcZ▌Ü?}h▌¼vsu▌ªvbC▐¼Rr P▐▓Hx \▐òFQi▐îöDv▐ÜÖ]D▀Ü?@ Q▀òTT_▀ªjl▀î<Ny▀¼>p Gα¼T\ Tα▓TO`αîTUmαîñN|αªTHJßòTMWßòÅJdßÜ┐@ qß▓-x ßò▄mLΓî╓LYΓ└EfΓÜ%}tΓÜ%@ AπªE Oπî∩W\π¼∩N jπ└`wπò÷QWτ¼∩_ dτî∙Mpτ╧ ])~τòy{ [æî■MgæîÆMtæ▓ⁿJBÆîMOÆ▓ⁿV]ÆòMx jÆÜOvƼ%w DôªSPôîM_ôòsmôîMzôîΓWHö╫ΓAVö╠~qeö±CrVûÜ╣m H¢ßAzV¢¼%FPƒª%R]ƒòTY jƒòTmvƒ▓£V Cáª<[ OáòTN[ἫF há£FF8táò>t  z╪î%_F┘ò>o T┘¼>q a┘¼TPn┘▐z{┘¼?w J┌îEaV┌ò0w c┌╩@jo┌¼£iY▄Üënf▄îëMt▄î╥_B▌¼?FP▌ª?R]▌î?_j▌Ü_Tx▌ÜW`F▐î_UT▐î_uc▐Üsj p▐Üxj }▐î[MJ▀îGBW▀îENf▀ÜE|t▀ÜOBαªEdPαÜGC ]αîINkαÜGD yα▐k    GßîGAVß▐]    eß▐[    tßò~CΓªb PΓ¼vr\Γ▐l    jΓòÆ@yΓ¼ow Fπ¼tiRπ±Yt_πîéLSτ╤)a`τ╥XvyτîM    oδîL    ~δîK    M∞îJ    \∞▐m    k∞òî@z∞ò:|Gφ▓o     TφîÄM`φîinφî£N}φ└4KKεîº[YεîMfεî¼Vsε≥CkA∩î}Sl≡─qpy≡¼▓yi⌠Ü▓@ v⌠ÜPj C⌡î MP⌡┬Ln^⌡Ü─m L≈ò«j Z≈î─Lf≈Ü_Ht≈î╪GA°òtN°Ü_R[°Ü_D i°òSw°ìµ-:D∙î~∙î@ M·ª░K [·òMHg·ª?pt·▓ⁿr A√▌xjM√îNw²î■MD■¼CV R■î╛d_■▓╛qm■Ü?m z■òFP H òTe T ò╛j ` î#Nl Ü%]y Ü?TGÇÜ?RUÇÜ%RcÇÜ%TqÇò÷P ÇÜ?]KüÜ;j Yü▓≡q fü¼TVrüÜ%m ü▓≡pMéò≡oZéΓ~sgéî╫AZäª%phä±BTuäîTQIêªEXê▐Geê¼Mtê▓     Aë╤PMëτmJeëⁿatoï[^ucôîΦ\Xò¼%D fòîΦ]rò▓;c
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  6392. ╥q%@öªR\ eöì╘    √W8qö¼Tn iòì°╥SFuòì°
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  6616. 4j■╔∙│⌠óεhτ2▐│╙¡╔└c╢»²¡₧┤ë┴D╨í█@ΓΣσªµ>π#▄╣╙¥═e═J╙ï█#Γ<σæΣßF▄o╫û╙4╙┘▌σ≈½ÄA"R):.a1τ1╖0╜03╘6▌:W=«<o::9δ8ü774ê0√.Σ0┌4G8\:d<ì?αB╜CÖ@µ:╨5Ü2;/C*═%?$2%'M(C(α'╪(╚*,╕,▒-▐/A3y667/5≥2▓1─/á,æ) '&(ó+R*à· ∩ƒ┌╠√┴V╣½│╢4┬ü╤R┘J╘}╟╜╗┴┐»╞e╬ò┘ëΦp⌠Æ⌠mτ╔╙Y┴n│|¬hºZ¼┬║ß╨%Θ▒ⁿ\üU╘B#C.â7B=3@_@<@2σ"#╕■≤µφ├φH±>≈¥■9ò ┌eh!g+49╗832█%ε~ΣφK▄├╬»╞⌠├4┼R╚(╦α╠4╬e╨¡╒α9εJⁿ■╢φÖ:╤°âτ╒|─╙╖;░0¡i¡D»ò░x░∩░┼┤Ü╝α╞ñ╤≥█µ
  6617. ≡┘≈½·½≈ ±Θìßä╪⌠╬∩╞l┬,┬è┼╟╩╤Æ┘▄Σ┴≡╥√ûW;X'µ0╩6æ9╠:,:z60)
  6618. $ⁿ +Θ£÷cü!k&0+|1W9â@bEüH▒J0KÇHÆAX6╬(.+p
  6619. msM *'{    g ¢-=!\'«-M3ú6╠7 6Γ/4'µ█   39Z%¬+■,` Kè≤∞ïδkτ╤ΓΦî⌡╨²Σ·b⌠Φ≡*∞ÉßG┘ê▀∩±û╩¿_ °ⁿj≈Lφ∩Γ-▌▌┼αúσΩ^ε╛≤8∙*²    ╝ç╒Ω ░╚■î∩Ωµâπ`αδ▄Ö▌Σ╠δb∩"ε≤ΩµΦ¼Θ÷φ╖⌡σ Ä
  6620. ²\▓l≤╪τ%α┘┌└╫≤╫▄█BΓ,Φ⌠Ωúδσφ≡≥Ä°ßⁿ#n╢á∙9ε╓Γ⌠╪▐╧╟╨┐I╝W╝╜R╗╕m╖æ╝:╞u╤&▌äΘV⌡á²╞ √δ≡┐Σ╬┘<╤á╩è─3╛-║<╗s┐ü├8╚h╨▄ΩΦ╘⌠╓ * Hσ  ß┼¿USⁿJ⌡ï≡8εαεâ≤zⁿ^'ⁿ!
  6621. /ó;┴E÷KºNÖO┬PbR╬R¢P6KC┬9╝/╓$Fw╘(74è?¡I0Q$VuYF[∩[C\╨[!Y║SFL}C≡9ê0░(≤#∩"Ä$u'0,f4@¿K∩POI·3r╧ Pδ╓÷└W╡
  6622. ╣┼w╠»╔▓┴_║è│┴¼/½M┤ú╞o█{∞┘⌡p⌡Üδ╘┌╖╞τ│ º?ó+ñí¬╡£├ù╙8ß▐δ∩÷ x⌐!a+á1Γ2≡-à$ê∩┘⌡₧δGΣÆ▀Φ▄r▄∞▐¬π╧Φ_ε ÷7` e)╜ßµ}═·
  6623. εΘπ*▄t╓╧╙╒╘╪~▌╚Γ≤ΦX∩°⌠â∙╝ⁿ■>²6·╪⌠{φ╨Σ<█╜╨°─º╖M⌐ú¢wæπîçìÆεÖvúO¡,╕{├■╦═╨S╘j╫í╪{╫á╘¼╨ ╠╒╞k└>║C╖ü╣S└╘╚╒╨º┘rµ╠≈¡
  6624. ΦX+&:GOO»Q}OîJvC:&/»%4 àÅö"╝%F+4â?<LqYΣe·o╖wR} π{▄uⁿnugY_╗VWM½Cz:┴1Θ)£$ç#'. 5r9Z:{8>5≤1!/i,Γ(ï$╞ ê+╥ûΦ⌡∞▀ΦÆ∞⌡≥▒∙⌐ε"!(]╟/∞â╥ò├┴╛x╝φ╝ß─╤╪"╓₧╨X═m═6╤/┌╙τ╨≈└A0èⁿπ≡═y┐╪│½I¬│┐9╟^╠d╘>Γδ≤jj0-.>\G G╛=-3`
  6625. ß²╗≥┤Θ╙πú▀è█╫┴╥9╤`╒╞▐ªΩD≈<εsç │1a│°ατë╓    ╚╚╜c╢i░1¼.½1«:┤U╗├4═║┘┐σßε:⌡π°[∙½÷╨≡Φhα    ┌w╙<╦Γ┬H╝ⁿ╖o╢$╕≡╝╣─╡╧!▌δû≈çT    ╨u%
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  6627. ─╙DΓa∩╛≈åⁿτN
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  6631. ¥≈ΩlπLΓrΣôΘ÷≥ï╫î(P4ε?╔HêL░JVD1;┐/ü ─ñⁿ║±║δ╚µkß■▄ê█╔▄Æ▌v█╪π╓┌)ß╪ΦEφ.εε°δπ8╥|┐;│░t▓╖√╛°╦┼┌iΣçσÄßh▐à▀%σ,εN∙NΘh┤⌐=R┴¥╫≈#M,Z5 <»>?>P=φ<X; 7ì1Ç-/+▄(\%0!£&ѽ╫▌!'&T+ⁿ0⌐5▒7&6■0(C/æΣ `√0°÷{⌡W÷┤°Kⁿ╘ m
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  6637. ▓e!ò,╖3«7:¼;3=½=╣;«8é6!4à/h)▐$$`%ç%╗%,I:æH=N═JC8╚&░?·CεΘφå÷Σï
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  6642. ╧ó≈₧∞èα·╥┼╣≥░&¡M«!┤Å╝]┼╘═ö╓µ▀⌐τRδ╚δPδ║Θ«σ!▀)╫ñ╧L╩╣╞Æ├±┴╘├¬╚&╧c╫Ωα▄Ω?÷@ä7!√*π/σ0V/º*á!╡      íñæ'Å0│8?UEoLæSlYE\ÆZ╙T║LbC┐9╖0÷'è╒V[!┘$ò)}1╢;#E£KOPNI!A╔6ª+╦!5òRXß  ²
  6643. "
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  6648. 4
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  6922. ü ºS╨∙z⌡Å≥≡Ñ≡─∙ o)$T╖ ╒≡*τßΓ<∩w÷A!ªw!∞πÄΣTδH⌡t°¡+o04!╪┤±9Θ└ΦóΩ ∩B°eΘ%í╬÷⌡ΦDτ+≡u√¬σ    ß+ôv ⁿ╡εüΦIΦ┼Ωaε₧⌠P ┼ )Ä^ⁿ∙≤Θ∩I≡┌⌠ëⁿ┌|º2Qß·Φñ█╚┘ⁿßà±ëB%z%Ç¢╞εiΓäπcφ¼·    =%]l°Σq█·ß≥▌├α@|≡òΓ╦▌÷πX≥u╝ëÑç    n≥├π▌▌àτWⁿ╬ ¼    τ√3∩ĵûσI∞(≈â▐0ª«    <≈oΘ(ΦQ≤[¼ ┐ ╖ O    ┴ ≤:ΩxΩb≥Pⁿ}üKà⌠C√-∩zΩ∩┌√╙ n╘Γ cè·▌≡╕ΘΩφ⌠êⁿF=·¼≥Q≥¬÷²| :¬z;ƒ≡├πÄσ5≤( ╛UÖIº*⌡ºΩ⌐δ%⌡Q^
  6923.     zå⌠Öσñß-µ~ε√╓ ërpz±ΦåΩl≤Ö²┘░Iφ╣ }∩├σ5Γ║Σ╚≡Nq/(;$âö φ≡·τIß▀:Θ■w╗-(═éⁿîΩoßTαLσü±MöL$ÿ!Mä3≤hΦ≈▐w┌pµF{+è%1²ëδ«ßC▐1Γ╛≡∞R"╒0&+╖q±h┌ì╙s┌òΘ⌡√E2&╘4è-╒┌σ╦╩|╚α▄Θ·²!V%    5 ∙╗πç╫A┌_∞p  ╤*í!G
  6924. ≤╡µVσ¿Θ.≡÷∙╣Éε₧│≥╔φ2≥┴√½U$à) ╬≈≥∩∙ε▓⌠ ⁿ8+8ªs·⌐■╤∙v≈¡·╛ñ╠½²╝ⁿ`·Y⌠φφ²≡ç//,Y·ⁿA■τ∙j±>≡ª√²    ÷┌■@∙»ⁿzA 
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  6967. _ⁿæ∩6¬")≤    ▌t╧dδ ±∩K≈$ⁿü≈Q ╨⌡▄ΣMßΦª≡°v╙ █G ╖>* ┬·V≥δ±≈b"zöⁿ_≥°≥q±ΓσÆ█ ΓΦ√pα,3│(è∙±ß╘±╫    ∞?πT)└5r0Xà≤l╨l╝π─àτä╨/&9╙.╥Zº≡í╓5┴╓┬σàADhJ00m ]εß▐╪╤╠╛╪ε²└*áF F║,╙nµ7╬¬╝m╖W╠0√H.╣NüU├F1&⌡σ║?æSæ4├EKï_╗T╧9¿░δç║yÆ╫ìò║T    3Vε{╟p]Bî╘╥s¼╠ò┤Ö3┬    5Sô|▀n╞4φ±·├{»÷½»╖ ╪Γ {H<q█n╧=│⌡½╕█£,ñY┬aΦè>8ÆZSaw>╧■$┬Zú]⌐╙╚±µ√9 PDQ[3╡²─åƒüí≥─⌐≤╦AAvZ3]╚=e²ì│≤ê▐Æ╟«    s<U▐YÄMΩ&Qµ└ª«ëèÜⁿ═~I√i/l¢N=E╧▓ƒ▌Ü╗░ΩUO<4Q9N┤.    ⁿE╩í¼3»<╙Ä    ù7$K5Dä+ú v∩g┌╩╔─E╫╙─1ìJΓ><ªΣ═â╥0ßUΦÇεv1+╦JîEmΣπ£╦ª╙Ωσ ≡7≤■? 7=¬!╬⌠Z═â╗φ┼╞σR
  6968. ₧%╩1/?"/r⌡a┘±╚±═Σ≡╚.45╙/:··╧▄≈╠F═;┘h∞è3ç5+=█/@╞φH╘(╬τ┌E≤¬ù$₧.Ä,æ!#ìε`╬▐╝╞BΦ╕·4─Ay:L!═∙;╤7╗┘┬╬πJ≈(_+└ $b╒⌠┘■╢╕░∞╥t>7DY*±╒"    ≤╩╤w╕]┼E≈
  6969. *┼<.ó4≈ÑΩ┘ε╨Gα╔╬$Ü4╢.ƒÅ≡Γß▄≥α#Ω°⌠F,▒φ"y·bµ░πÄ∞L°k┴áïⁿó        ⁿQ≤Ä∩ûφ╪∞ö±s²É√¼∙∩⌠¿ⁿ
  6970.     _╫²]    WJ■+∙╜≤σ≤M·░▄ç{u≈ç䃵hΦ°εΓ√Cxzb⌠    ≈Γτ*Φ⌠≈╡
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  6974. τ∙╪δLτf∞ ÷Ñ╒'B#╤ε■NΦ√ΣF≤\2o°{≡M▀N▌ Θf∙╤┤╤fàwε;α·µñⁿδ7"w#«_╜⌠ÿΣü▄╕αê≡│<'╧z⌡Γφr±╜≤$∩¢φ<√Ç,╘.ñ ê°g√1·Åφß
  6975. αúΦ
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  6984. }x!1(σ&I╗°±▐:╘$▐Ç≈8G!≡▓┐%≈t≥ΓµH╒*╤NΦΦh+h/. f ¬ íⁿ■σ²ß√_■    tN╝√MΦ'ΣÇ≡╚└  Φⁿ_n╫∞≈≈₧ Lj ¬JEZ⌠ Γ:█êΣH∙┌ ñD_É«
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  7227. má
  7228. <p><b>Spectral Tandem CTF Gametype</b><br>
  7229. Developed by Carson Knittig</p>
  7230. <p>Spectral Tandem is a variant of the original Capture the Flag game type.</p>
  7231. <p><b>Class Based<br>
  7232. </b>1) Players are asked to choose a class upon entering the game and each time
  7233. they respawn.<br>
  7234. 2) Each class has its own abilities and armament.  To see details, view the
  7235. manual <a href="http://members.shaw.ca/SpectralTandem">here</a>. </p>
  7236. <p><b>Manual Flag Return</b><br>
  7237. To increase the strategy involved in stopping enemy captures, as well as
  7238. simplify captures when enemy defense is extremely strong, the flag must be
  7239. returned by the defending team when the offender drops it.  No player may
  7240. carry both flags at the same time.</p>
  7241. <p> </p>
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