//=============================================================================
// KFMapObjective_CommonVars
//=============================================================================
// Variables common to all map objectives. These would normally go in single
// base class for objectives, but we have two base classes
// (KFMapObjective_VolumeBase and KFMapObjective_ActorBase) because the original
// objective code was split into objectives based on Actor and objectives based
// on Volume and we couldn't completely refactor that after the fact. This is
// part of an attempt to consolidate objective code into fewer places.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
//=============================================================================

var() string LocalizationKey;
var() string NameShortLocKey;
var() string DescriptionLocKey;
var() string DescriptionShortLocKey;
var() string LocalizationPackageName;
var() string RequirementsLocKey;
var() bool bIsMissionCriticalObjective;
var Texture2D DefaultIcon;

/** Trader trail object being used */
var transient KFReplicatedShowPathActor TrailActor;
/** Texture to use for the actor icon */
var() Texture2D ObjectiveIcon;
/** Which game modes should this objective not support. */
var() array<class<KFGameInfo> > GameModeBlacklist;
/** Modify Spawn Rate based on how many players are alive. */
var() array<float> PerPlayerSpawnRateMod;

/** A sound to play when this objective is activated */
var() AkEvent ActivationSoundEvent;
/** A sound to play when the objective is failed */
var() AkEvent FailureSoundEvent;

/** Color of the icon displayed in the objective progress bar or above certain objectives */
var const color ObjectiveIconColor;

replication
{
	if (bNetInitial)
		ObjectiveIcon, bIsMissionCriticalObjective, LocalizationKey, DescriptionLocKey, LocalizationPackageName;
}