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KF2-Dev-Scripts/Engine/Classes/SeqVar_Player.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqVar_Player extends SeqVar_Object
native(Sequence);
cpptext
{
UObject** GetObjectRef( INT Idx );
virtual FString GetValueStr()
{
if (!bAllPlayers)
{
return FString::Printf(TEXT("Player %d"),PlayerIdx);
}
else
{
return FString(TEXT("All Players"));
}
}
virtual UBOOL SupportsProperty(UProperty *Property)
{
return FALSE;
}
};
/** Local list of players in the game */
var transient array<Object> Players;
/** Return all player references? */
var() bool bAllPlayers;
/** Individual player selection for multiplayer scripting */
var() int PlayerIdx;
/** updates the Players array with the list of Controllers in the game that count as players (humans or bot-players) */
native final function UpdatePlayersList();
function Object GetObjectValue()
{
local Controller C;
UpdatePlayersList();
if (Players.length > 0)
{
if (bAllPlayers || PlayerIdx < 0 || PlayerIdx >= Players.length)
{
C = Controller(Players[0]);
}
else
{
C = Controller(Players[PlayerIdx]);
}
}
// we usually want the pawn, so return that if possible
return (C != None && C.Pawn != None) ? C.Pawn : C;
}
defaultproperties
{
ObjName="Player"
ObjCategory="Player"
bAllPlayers=TRUE
SupportedClasses=(class'Controller',class'Pawn')
}