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INI File  |  2000-02-02  |  66KB  |  1,360 lines

  1. [Setup]
  2. Product=Hunting
  3. Version=10
  4. Archive=hunting.umod
  5. SrcPath=.
  6. MasterPath=..
  7. Group=SetupGroup
  8. Group=HuntingGroup
  9.  
  10. [SetupGroup]
  11. Copy=(Src=System\Manifest.ini,Master=System\Manifest.ini,Size=332,Flags=3)
  12. Copy=(Src=System\Manifest.int,Master=System\Manifest.int,Size=282,Flags=3)
  13.  
  14. [HuntingGroup]
  15. File=(Src=Help\ReadmeHunting.txt,Size=1224)
  16. File=(Src=System\Hunting.u,Size=32099)
  17. File=(Src=System\Hunting.int,Size=248)
  18. File=(Src=Textures\Hunting.utx,Size=31468)
  19.  
  20. [Setup]
  21. LocalProduct=Hunting
  22. ReadMe=Help\ReadmeHunting.txt
  23. SetupWindowTitle=Hunting Setup
  24. AutoplayWindowTitle=Hunting Options
  25. ProductURL=http://www.xploded.net/ut/hunting/
  26. VersionURL=http://www.xploded.net/ut/hunting/
  27. Developer=Xplo
  28. DeveloperURL=http://www.xploded.net/ut/
  29. Hunting 1.0 by Xplo <xplo@xploded.net>
  30. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  31. Installation:
  32.     When you read this you probably already have most of the installation process
  33.     behind you. So I won't say much here. Doubleclick on the .umod file, enter your
  34.     main UT directory in the setup program, and hit Next a few times.
  35.  
  36. Configuration:
  37.     Under advanced options, mutators, you can set the bonus the one gets who
  38.     kills the 'duck'. Default is 5.
  39.  
  40. Gameplay:
  41.     When the game starts, the first person that kills someone get's the 'duck'
  42.     (hence the name hunting :)). He will get a yellow look and whoever kills him
  43.     gets extrapoints. But IF he gets killed his killer becomes the new duck and 
  44.     will be hunted. To duck will slightly shine in the colour of his team to 
  45.     prevent teammates killing their friends.
  46.  
  47. Notes:
  48.     I have NOT tested this mutator on a netgame but i guess it should work fine.
  49.     no guarantee :)
  50.  
  51.  
  52. What's new:     1.0: -new textures
  53.              -fixed an annoying HUD bug
  54.             0.8: -HUD shows that you are the duck
  55.              -small bugfixes
  56.         0.6: -duck changes texture
  57.         0.5: -first build
  58.  
  59.  
  60.  
  61. suggestions, ideas, questions to xplo@xploded.net
  62. URL: http://www.xploded.net/ut (not much there)
  63. ┴â*₧Dl@'
  64. {>4yÇ3VòKå╙ââΦS╬&'lNoneInternalTimeColorHuntingUClampVClampVBitsUBitsPaletteVSizeUSizeMipZeroCoreMakeHuntHUDFor    MaxColorBroadcastHuntMessageEngineRenderOverlays
  65. ScoreKillSystemUserSetDisplayPropertiesModifyPlayer PlayerPawn GetBigFontPickupPostBeginPlayAllowsBroadcastSetDefaultDisplayProperties
  66. PreRenderHuntHUDBotpackClientMessagePlayerReplicationInfo
  67. LevelInfoLevel    GameInfoHUDMutatorClassPackageBCanvasMsgRGFont TextBufferObjectStructProperty    FunctionObjectPropertyStruct StrPropertyFloatPropertyCPawnActor AmbientGlowStyleLightSaturation LightRadius LightEffect
  68. bIsPlayer    DrawIconTextureSetPosBigFontIconbBeepOthermyHUDScoreGamePKillerOwner    Palette3    PawnList    LightHue NextMutator    Palette1YLXLbCenter PlayerName    nextPawnClipXClipYLightBrightness
  69. LightTypeBoolPropertyChallengeHUD    FontInfoCP IntPropertyByteProperty
  70. DrawColorDuckChangeMessagehunt_firstbloodhunt_DuckNameduck1 HuntingHUD bHuntIsDuckSkinTextures    ducktex2    ducktex1HuntKillerBonusÇâÇéÇéÇâé¼                   6é[°┤¼■Φ)à╜É«lâxÅâxÅâxÅâxÅâxÅâxÅâxÅâxÅâxÅâxÅù₧&╡û╘âxÅâxÅâxÅâxÅâxÅâxÅ Åé     @
  71. Çî@ÇéÇ@@
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  80. // Hunting 1.0 by Xplo <xplo@xploded.net>
  81. // Distribute and use it freely but DON'T get money out of it without my
  82. // written permission!
  83. //
  84. // Read the readme for more info on the gameplay modifications.
  85. //=============================================================================
  86. class Hunting expands Mutator;
  87.  
  88. var bool hunt_firstblood;
  89. var string hunt_DuckName;
  90.  
  91. // Configurable Stuff here:
  92. var() config int HuntKillerBonus;
  93. ///////////////////////////
  94.  
  95. // Pawn(whoeveryouwanttogetthemessage).ClientMessage("BLAHBLAHBLAH",'Pickup');
  96. function BroadcastHuntMessage( coerce string[240] Msg, bool bBeep )
  97. {
  98.     local Pawn P;
  99.     if ( Level.Game.AllowsBroadcast(self, Len(Msg)) )
  100.     for( P=Level.PawnList; P!=None; P=P.nextPawn )
  101.         if( P.bIsPlayer )
  102.             P.ClientMessage( Msg, 'Pickup');
  103. }
  104.  
  105. simulated event RenderOverlays( canvas Canvas )
  106. {
  107.     Canvas.SetPos(0, 168);
  108.     Canvas.DrawIcon(Texture'Hunting.duck1', 0.5);
  109.  
  110.     Canvas.Font = Canvas.BigFont;
  111.     Canvas.DrawColor = Canvas.Default.DrawColor;
  112.     // Canvas.StrLen( "blah" );
  113.     // Canvas.SetPos( Canvas.ClipX / 2, Canvas.ClipY - (64.0/768)*Canvas.ClipY );
  114.     Canvas.DrawText( "blah", False );
  115.  
  116.     Super.RenderOverlays(Canvas);
  117. }
  118.  
  119. function ModifyPlayer( Pawn Other )
  120. {
  121.     if (Other.IsA('PlayerPawn') )
  122.         MakeHuntHUDFor( PlayerPawn( Other ) );
  123.  
  124.     Super.ModifyPlayer( Other );    
  125. }
  126.  
  127. function MakeHuntHUDFor( playerPawn Other )
  128. {
  129.     local HuntHUD HuntingHUD;
  130.     
  131.     HuntingHUD = Spawn( class'HuntHUD', Other );
  132.  
  133.     if (Other.PlayerReplicationInfo.PlayerName == hunt_DuckName)
  134.         HuntingHUD.bHuntIsDuck = true;
  135.     else
  136.         HuntingHUD.bHuntIsDuck = false;
  137.  
  138.     Other.myHUD = HuntingHUD;
  139. }
  140.  
  141.  
  142. function PostBeginPlay()
  143. {
  144.     Super.PostBeginPlay();
  145.     hunt_firstblood = true;
  146.     hunt_DuckName = "";
  147. }
  148.  
  149. function ScoreKill(Pawn Killer, Pawn Other) 
  150. {
  151.     local string DuckChangeMessage;
  152.     local Pawn CP;
  153.     
  154.     // Frag bonus for a successful duckhunt ;>
  155.     // But hey, unconfigured? tsts let's fix that
  156.     if (HuntKillerBonus == 0)
  157.         HuntKillerBonus = 5;
  158.     
  159.     // Check if we still have a duck in the game
  160.     hunt_firstblood = true;
  161.     for( CP=Level.PawnList; CP!=None; CP=CP.nextPawn )
  162.         if( CP.PlayerReplicationInfo.PlayerName == hunt_DuckName ) 
  163.         {
  164.             hunt_firstblood = false;
  165.             break;
  166.         }
  167.  
  168.     
  169.     // Hehe, we suicide for getting points is lame
  170.     if (Killer == Other) goto hunt_end_scorekill;
  171.     
  172.     // Other is the 'Duck' we have something to do...
  173.     // if ( Other.AmbientGlow > 0 || hunt_firstblood == true) 
  174.     if (Other.PlayerReplicationInfo.PlayerName == hunt_DuckName || hunt_firstblood == true)
  175.     {    
  176.         hunt_firstblood = false;
  177.     
  178.         // Victim no longer is the duck
  179.         Other.AmbientGlow = 0; 
  180.         Other.LightEffect=LE_None;
  181.         Other.LightType=LT_Blink;
  182.         Other.LightRadius=0;
  183.         Other.LightSaturation=0;
  184.         Other.LightBrightness=255;
  185.         Other.LightHue = 0;    
  186.         Other.SetDefaultDisplayProperties();
  187.         
  188.         //Other.myHUD.bHuntIsDuck = false; 
  189.         
  190.         // Give the lucky(?) killer his bonus :)
  191.         Killer.PlayerReplicationInfo.Score += HuntKillerBonus;
  192.         
  193.         // Mark the killer as the new duck, let the hunting begin.
  194.         Killer.AmbientGlow = 240; 
  195.         Killer.LightEffect=LE_Warp;
  196.         Killer.LightType=LT_Blink;
  197.         Killer.LightRadius=25;
  198.         Killer.LightSaturation=0;
  199.         Killer.LightBrightness=255;
  200.         Killer.LightHue = 0;
  201.         // Killer.SetDisplayProperties(ERenderStyle.STY_Translucent, Texture'unrealshare.Belt_fx.Effect_1', true, true);
  202.         Killer.SetDisplayProperties(ERenderStyle.STY_Translucent, Texture'Hunting.SkinTextures.ducktex2', true, true);
  203.         // Killer.SetDisplayProperties(ERenderStyle.STY_Translucent, Texture'unrealshare.CFLAM.cflame', true, true);
  204.         hunt_DuckName = Killer.PlayerReplicationInfo.PlayerName;
  205.         
  206.         
  207.         // And at the end, we broadcast that the duck has changed.
  208.         DuckChangeMessage = Killer.PlayerReplicationInfo.PlayerName$" killed "$Other.PlayerReplicationInfo.PlayerName$" and became the new Duck!";
  209.         // BroadcastLocalizedMessage( "blah" , 1);
  210.         // class'CTFMessage'
  211.         // Screen.Font = Static.GetFont( Screen );
  212.         // Screen.DrawColor = Default.DrawColor;
  213.         // Screen.StrLen( "blah" );
  214.         // Screen.SetPos( Screen.ClipX / 2, Screen.ClipY - (64.0/768)*Screen.ClipY );
  215.         // Screen.DrawText( "blah", False );
  216.  
  217.         BroadcastHuntMessage( DuckChangeMessage, true );
  218.         // Super.RenderOverlays(  );
  219.  
  220.         // Ok changes made, reload the player model
  221.         Super.ModifyPlayer(Other);
  222.         Super.ModifyPlayer(Killer);
  223.         
  224.     }
  225.  hunt_end_scorekill:
  226.     // Next mutator pleeeze?
  227.     if ( NextMutator != None )
  228.         NextMutator.ScoreKill(Killer, Other);
  229.  
  230. }
  231. ▒∩▒     Æ+)1$a/!.îÆ É:ÆòåÜ:┤¢,≡╖$Ö(C░ Ç?Ü»6╗Ä=, 6╡Ä=, 6╜Ä$-ó'Ü ₧╛$a╨You are the Duck! RUN%Ö»¼╢?,a╤You are the Duck! RUN-ó(É      @c9 k9 {R! äR! îJ öZ öZ! öc) £R ÑJ ÑZ ¡Z £c! ⌐c Ñk! Ñs5 ╡Z! ¡c! ╡c! ╡c) ╡c1 ¡k! ¡k) ¡s) ╡k) ╡s) ╡k1 ¡k9 ╡{9 ¡{B ¡{J ╡F ╡îZ ╜{1 ╜{9 ╜ä1 ╜ä9 ╜äB ╜äJ ╜îR ╞sB ╞ä9 ╞äB ╞î9 ╞îB ╞îJ ╞îR ╞öJ ╞öR ╞£Z ╞Ñs ╬î9 ╬îB ╬îJ ╬öB ╬öJ ╬öR ╬£R ╬£Z ╬£c ╬ÑZ ╬Ñc ╬¡s ╓îB ╓îJ ╓öJ ╓öR ╓öZ ╓£J ╓£R ╓£Z ╓£c ╓£k ╓ÑR ╓ÑZ ╓Ñc ╓Ñk ╓Ñs ╓¡c ╓¡k ╓¡s ╓╡k ╓╡s ╓╡{ ▐öJ ▐öR ▐£J ▐£R ▐£Z ▐£c ▐ÑR ▐ÑZ ▐Ñc ▐Ñk ▐Ñs ▐¡Z ▐¡c ▐¡k ▐¡s ▐¡{ ▐╡k ▐╡s ▐╡{ ▐╜{ τ£Z τÑZ τÑc τÑk τ¡Z τ¡c τ¡k τ¡s τ¡{ τ╡k τ╡s τ╡{ τ╜s τ╜{ ∩¡c ∩¡s ∩¡{ ∩╡s ∩╡{ ∩╜{ ∩╞{ ≈╡k ≈╡s ≈╡{ ≈╜{ ╓╡ä ╓╜ä ▐╡ä ▐╜ä τ╡ä τ╜ä τ╞ä ∩╡ä ∩╜ä ∩╞ä ≈╜ä ╓╡î ╓╜î ▐╡î ▐╜î τ╡î τ╜î τ╞î ∩╜î ∩╞î ≈╞î ≈╬î ▐╜ö ▐╞ö τ╜ö τ╞ö τ╬ö ∩╜ö ∩╞ö ∩╬ö ≈╞ö ≈╬ö ╓╞£ ▐╜£ ▐╞£ τ╞£ τ╬£ ∩╞£ ∩╬£ ≈╞£ ≈╬£ ≈╓£  ╬£ ▐╞Ñ ▐╬Ñ τ╞Ñ τ╬Ñ ∩╞Ñ ∩╬Ñ ∩╓Ñ ≈╬Ñ ≈╓Ñ ≈▐Ñ  ▐Ñ ▐╬¡ τ╞¡ τ╬¡ τ╓¡ ∩╬¡ ∩╓¡ ∩▐¡ ≈╬¡ ≈╓¡ ≈▐¡  ╓¡  ▐¡ ▐╬╡ τ╬╡ τ╓╡ ∩╬╡ ∩╓╡ ∩▐╡ ≈╓╡ ≈▐╡ ≈τ╡  ╓╡  ▐╡ τ╓╜ τ▐╜ ∩╓╜ ∩▐╜ ≈╓╜ ≈▐╜ ≈τ╜  ▐╜ τ▐╞ ∩╓╞ ∩▐╞ ∩τ╞ ≈▐╞ ≈τ╞  ▐╞  τ╞  ∩╞ τ▐╬ ∩▐╬ ∩τ╬ ≈▐╬ ≈τ╬ ≈∩╬  τ╬  ∩╬  ≈╬ ∩τ╓ ≈τ╓ ≈∩╓  τ╓  ∩╓  ≈╓ ≈τ▐ ≈∩▐  ∩▐  ≈▐   ▐ ≈≈τ  ∩τ  ≈τ   τ ≈≈∩  ≈∩   ∩ ≈≈≈ ≈ ≈  ≈≈   ≈ ≈       oP //=============================================================================
  232. // HuntHUD for
  233. // Hunting 1.0 by Xplo <xplo@xploded.net>
  234. // Distribute and use it freely but DON'T get money out of it without my
  235. // written permission!
  236. //
  237. // Read the readme for more info on the gameplay modifications.
  238. //=============================================================================
  239. class HuntHUD expands ChallengeHUD;
  240.  
  241. var bool bHuntIsDuck;
  242.  
  243. simulated event PreRender( Canvas C )
  244. {
  245.     Super(HUD).PreRender(C);
  246. }
  247.  
  248. //function PostRender( Canvas C )
  249. //simulated event PostRender( Canvas C )
  250. //{
  251. //    local float XL, YL;
  252.     
  253. //    HUDSetup(C);
  254. //    Super(HUD).PostRender(C);
  255.  
  256.     //if (Level.TimeSeconds < 1.5)
  257.     //    C.DrawTile( texture'BlackTexture', C.ClipX, C.ClipY, 0, 0, 256, 256 );
  258.  
  259.     //if (bHuntIsDuck == true)
  260.     //{
  261. //        C.SetPos(0, 168);
  262. //        C.DrawIcon(Texture'Hunting.duck1', 1);
  263.     //}
  264.  
  265. //    C.Font = C.BigFont;
  266. //    C.DrawColor.R = 255;
  267. //    C.DrawColor.G = 255;
  268. //    C.DrawColor.B = 255;
  269.     // C.SetPos( C.ClipX / 2, C.ClipY - (64.0/768)*C.ClipY );
  270. //    C.bCenter = True;
  271. //    C.Font = class'FontInfo'.Static.GetBigFont( C.ClipX );
  272. //    C.StrLen("hello world", XL, YL);
  273. //    C.SetPos(0, C.ClipY/2 - YL);
  274. //    C.DrawText("hello world");
  275. //    C.bCenter = False;
  276.  
  277.  
  278.  
  279. //    Super(HUD).PostRender(C);
  280. //    return;
  281. //}
  282.  
  283. simulated event RenderOverlays( canvas C )
  284. {
  285.     local float XL, YL;
  286.  
  287.     //if (bHuntIsDuck == true )
  288.     if (Owner.AmbientGlow == 240)
  289.     {
  290.         // Draw the cute duckie ;>
  291.         C.Style = ERenderStyle.STY_Normal;
  292.         C.SetPos(0, 168);
  293.         C.DrawIcon(Texture'Hunting.duck1', 1);
  294.     
  295.         // Tell the user that he is the duck.
  296.         C.Font = C.BigFont;
  297.         C.DrawColor.R = 255;
  298.         C.DrawColor.G = 255;
  299.         C.DrawColor.B = 0;
  300.         // C.SetPos( C.ClipX / 2, C.ClipY - (64.0/768)*C.ClipY );
  301.         C.bCenter = True;
  302.         C.Font = class'FontInfo'.Static.GetBigFont( C.ClipX );
  303.         C.StrLen("You are the Duck! RUN", XL, YL);
  304.         C.SetPos(0, (C.ClipY/3) - YL);
  305.         C.DrawText("You are the Duck! RUN");
  306.         C.bCenter = False;
  307.     
  308.     }
  309.     
  310.     Super.RenderOverlays(C);
  311.     return;
  312.  
  313. }
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  709. Object=(Name=Hunting.Hunting,Class=Class,MetaClass=Engine.Mutator,Description="Hunting")
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  711. Preferences=(Caption="Mutators",Parent="Advanced Options")
  712. Preferences=(Caption="Hunting",Parent="Mutators",Class=Hunting.Hunting,Immediate=True)┴â*₧Dr@'ÆxBÜv└,Ñv└ä╙ââΦS╬&'rNoneInternalTimeColorHuntingUClampVClampVBitsUBitsVSizeUSizePaletteMipZeroRenderOverlaysCore    MaxColorBroadcastHuntMessageEngineMakeHuntHUDFor
  713. ScoreKillSystemUserSetDisplayPropertiesModifyPlayer GetBigFontPickup PlayerPawnAllowsBroadcastPostBeginPlayBotpackSetDefaultDisplayPropertiesHuntHUDClientMessage
  714. PreRenderFontPlayerReplicationInfoPackage    GameInfoLevelHUDCanvas
  715. LevelInfoMutator StrPropertyActorCMsgRGPawnFire TextBufferObjectStructProperty    FunctionObjectPropertyStruct UnrealShareFloatPropertyBClassStyle AmbientGlowTextureLightSaturation LightRadius LightEffect
  716. bIsPlayer    DrawIcon FireTextureSetPosBigFontIconbBeepOthermyHUDScoreGamePKillerOwner    Palette3    PawnList    LightHue NextMutator    Palette1YLXLbCenter PlayerName    nextPawnClipXClipYBelt_fx    Effect_1TestingLightBrightness
  717. LightTypeBoolPropertyChallengeHUD    FontInfoCP IntPropertyByteProperty
  718. DrawColor KillerBonusDuckChangeMessagehunt_firstbloodhunt_DuckNameduck1 HuntingHUD bHuntIsDuckSkinTextures    ducktex2    ducktex1ÇéÇâÇâÇéââ@ñ                  6    ûeHÖñ■Φ)à╜É«léxÅéxÅéxÅéxÅéxÅéxÅéxÅéxÅéxÅéxÅùú&╡û╘éxÅéxÅéxÅéxÅéxÅéxÅì    Çâ
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  728. // HuntHUD for
  729. // Hunting 0.8 by Xplo <xplo@xploded.net>
  730. // Distribute and use it freely but DON'T get money out of it without my
  731. // written permission!
  732. //
  733. // Read the readme for more info on the gameplay modifications.
  734. //=============================================================================
  735. class HuntHUD expands ChallengeHUD;
  736.  
  737. var bool bHuntIsDuck;
  738.  
  739. simulated event PreRender( Canvas C )
  740. {
  741.     Super(HUD).PreRender(C);
  742. }
  743.  
  744. //function PostRender( Canvas C )
  745. //simulated event PostRender( Canvas C )
  746. //{
  747. //    local float XL, YL;
  748.     
  749. //    HUDSetup(C);
  750. //    Super(HUD).PostRender(C);
  751.  
  752.     //if (Level.TimeSeconds < 1.5)
  753.     //    C.DrawTile( texture'BlackTexture', C.ClipX, C.ClipY, 0, 0, 256, 256 );
  754.  
  755.     //if (bHuntIsDuck == true)
  756.     //{
  757. //        C.SetPos(0, 168);
  758. //        C.DrawIcon(Texture'Hunting.duck1', 1);
  759.     //}
  760.  
  761. //    C.Font = C.BigFont;
  762. //    C.DrawColor.R = 255;
  763. //    C.DrawColor.G = 255;
  764. //    C.DrawColor.B = 255;
  765.     // C.SetPos( C.ClipX / 2, C.ClipY - (64.0/768)*C.ClipY );
  766. //    C.bCenter = True;
  767. //    C.Font = class'FontInfo'.Static.GetBigFont( C.ClipX );
  768. //    C.StrLen("hello world", XL, YL);
  769. //    C.SetPos(0, C.ClipY/2 - YL);
  770. //    C.DrawText("hello world");
  771. //    C.bCenter = False;
  772.  
  773.  
  774.  
  775. //    Super(HUD).PostRender(C);
  776. //    return;
  777. //}
  778.  
  779. simulated event RenderOverlays( canvas C )
  780. {
  781.     local float XL, YL;
  782.  
  783.     //if (bHuntIsDuck == true )
  784.     if (Owner.AmbientGlow == 240)
  785.     {
  786.         // Draw the cute duckie ;>
  787.         C.Style = ERenderStyle.STY_Normal;
  788.         C.SetPos(0, 168);
  789.         C.DrawIcon(Texture'Hunting.duck1', 1);
  790.     
  791.         // Tell the user that he is the duck.
  792.         C.Font = C.BigFont;
  793.         C.DrawColor.R = 255;
  794.         C.DrawColor.G = 255;
  795.         C.DrawColor.B = 0;
  796.         // C.SetPos( C.ClipX / 2, C.ClipY - (64.0/768)*C.ClipY );
  797.         C.bCenter = True;
  798.         C.Font = class'FontInfo'.Static.GetBigFont( C.ClipX );
  799.         C.StrLen("You are the Duck! RUN", XL, YL);
  800.         C.SetPos(0, (C.ClipY/3) - YL);
  801.         C.DrawText("You are the Duck! RUN");
  802.         C.bCenter = False;
  803.     
  804.     }
  805.     
  806.     Super.RenderOverlays(C);
  807.     return;
  808.  
  809. }
  810. fxC//=============================================================================
  811. // Hunting 0.8 by Xplo <xplo@xploded.net>
  812. // Distribute and use it freely but DON'T get money out of it without my
  813. // written permission!
  814. //
  815. // Read the readme for more info on the gameplay modifications.
  816. //=============================================================================
  817. class Hunting expands Mutator;
  818.  
  819. var bool hunt_firstblood;
  820. var string hunt_DuckName;
  821.  
  822. // Pawn(whoeveryouwanttogetthemessage).ClientMessage("BLAHBLAHBLAH",'Pickup');
  823. function BroadcastHuntMessage( coerce string[240] Msg, bool bBeep )
  824. {
  825.     local Pawn P;
  826.     if ( Level.Game.AllowsBroadcast(self, Len(Msg)) )
  827.     for( P=Level.PawnList; P!=None; P=P.nextPawn )
  828.         if( P.bIsPlayer )
  829.             P.ClientMessage( Msg, 'Pickup');
  830. }
  831.  
  832. simulated event RenderOverlays( canvas Canvas )
  833. {
  834.     Canvas.SetPos(0, 168);
  835.     Canvas.DrawIcon(Texture'Hunting.duck1', 0.5);
  836.  
  837.     Canvas.Font = Canvas.BigFont;
  838.     Canvas.DrawColor = Canvas.Default.DrawColor;
  839.     // Canvas.StrLen( "blah" );
  840.     // Canvas.SetPos( Canvas.ClipX / 2, Canvas.ClipY - (64.0/768)*Canvas.ClipY );
  841.     Canvas.DrawText( "blah", False );
  842.  
  843.     Super.RenderOverlays(Canvas);
  844. }
  845.  
  846. function ModifyPlayer( Pawn Other )
  847. {
  848.     if (Other.IsA('PlayerPawn') )
  849.         MakeHuntHUDFor( PlayerPawn( Other ) );
  850.  
  851.     Super.ModifyPlayer( Other );    
  852. }
  853.  
  854. function MakeHuntHUDFor( playerPawn Other )
  855. {
  856.     local HuntHUD HuntingHUD;
  857.     
  858.     HuntingHUD = Spawn( class'HuntHUD', Other );
  859.  
  860.     if (Other.PlayerReplicationInfo.PlayerName == hunt_DuckName)
  861.         HuntingHUD.bHuntIsDuck = true;
  862.     else
  863.         HuntingHUD.bHuntIsDuck = false;
  864.  
  865.     Other.myHUD = HuntingHUD;
  866. }
  867.  
  868.  
  869. function PostBeginPlay()
  870. {
  871.     Super.PostBeginPlay();
  872.     hunt_firstblood = true;
  873.     hunt_DuckName = "";
  874. }
  875.  
  876. function ScoreKill(Pawn Killer, Pawn Other) 
  877. {
  878.     local int KillerBonus;
  879.     local string DuckChangeMessage;
  880.     local Pawn CP;
  881.     
  882.     // Frag bonus for a successful duckhunt ;>
  883.     KillerBonus = 5;
  884.     
  885.     // Check if we still have a duck in the game
  886.     hunt_firstblood = true;
  887.     for( CP=Level.PawnList; CP!=None; CP=CP.nextPawn )
  888.         if( CP.PlayerReplicationInfo.PlayerName == hunt_DuckName ) 
  889.         {
  890.             hunt_firstblood = false;
  891.             break;
  892.         }
  893.  
  894.     
  895.     // Hehe, we suicide for getting points is lame
  896.     if (Killer == Other) goto hunt_end_scorekill;
  897.     
  898.     // Other is the 'Duck' we have something to do...
  899.     // if ( Other.AmbientGlow > 0 || hunt_firstblood == true) 
  900.     if (Other.PlayerReplicationInfo.PlayerName == hunt_DuckName || hunt_firstblood == true)
  901.     {    
  902.         hunt_firstblood = false;
  903.     
  904.         // Victim no longer is the duck
  905.         Other.AmbientGlow = 0; 
  906.         Other.LightEffect=LE_None;
  907.         Other.LightType=LT_Blink;
  908.         Other.LightRadius=0;
  909.         Other.LightSaturation=0;
  910.         Other.LightBrightness=255;
  911.         Other.LightHue = 0;    
  912.         Other.SetDefaultDisplayProperties();
  913.         
  914.         //Other.myHUD.bHuntIsDuck = false; 
  915.         
  916.         // Give the lucky(?) killer his bonus :)
  917.         Killer.PlayerReplicationInfo.Score += KillerBonus;
  918.         
  919.         // Mark the killer as the new duck, let the hunting begin.
  920.         Killer.AmbientGlow = 240; 
  921.         Killer.LightEffect=LE_Warp;
  922.         Killer.LightType=LT_Blink;
  923.         Killer.LightRadius=25;
  924.         Killer.LightSaturation=0;
  925.         Killer.LightBrightness=255;
  926.         Killer.LightHue = 0;
  927.         Killer.SetDisplayProperties(ERenderStyle.STY_Translucent, Texture'unrealshare.Belt_fx.Effect_1', true, true);
  928.         // Killer.SetDisplayProperties(ERenderStyle.STY_Translucent, Texture'unrealshare.CFLAM.cflame', true, true);
  929.         hunt_DuckName = Killer.PlayerReplicationInfo.PlayerName;
  930.         
  931.         
  932.         // And at the end, we broadcast that the duck has changed.
  933.         DuckChangeMessage = Killer.PlayerReplicationInfo.PlayerName$" killed "$Other.PlayerReplicationInfo.PlayerName$" and became the new Duck!";
  934.         // BroadcastLocalizedMessage( "blah" , 1);
  935.         // class'CTFMessage'
  936.         // Screen.Font = Static.GetFont( Screen );
  937.         // Screen.DrawColor = Default.DrawColor;
  938.         // Screen.StrLen( "blah" );
  939.         // Screen.SetPos( Screen.ClipX / 2, Screen.ClipY - (64.0/768)*Screen.ClipY );
  940.         // Screen.DrawText( "blah", False );
  941.  
  942.         BroadcastHuntMessage( DuckChangeMessage, true );
  943.         // Super.RenderOverlays(  );
  944.  
  945.         // Ok changes made, reload the player model
  946.         Super.ModifyPlayer(Other);
  947.         Super.ModifyPlayer(Killer);
  948.         
  949.     }
  950.  hunt_end_scorekill:
  951.     // Next mutator pleeeze?
  952.     if ( NextMutator != None )
  953.         NextMutator.ScoreKill(Killer, Other);
  954.  
  955. }
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