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# Gameplay.CampaignInfo

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    // Defaults defined in Campaign.ini
    // A new object with default values is saved in TribesGUIConfig when a new campaign is started.
    // Reference the object in TribesGUIConfig for the current state of the campaign.
    class CampaignInfo extends Core.Object
    	PerObjectConfig
    	config(Campaign);

    struct MissionInfo
    {
    	var() string startCutsceneMap;
    	var() string startCutsceneName;
    	var() string endCutsceneMap;
    	var() string endCutsceneName;
    	var() string mapName;
    	var() bool bPersist;
    };

    // !!! remember to add any variables to the 'copy' function
    var() config Array<MissionInfo> missions; // defines the campaign structure
    var() config int	progressIdx				"The index of the current campaign mission";
    var() config int	highestProgressIdx		"The furthest the player has gotten in the game.";

    var() config int	selectedDifficulty;

    // Given a mapname, returns an index into the campaign. Returns -1 if no such mission exists in the campaign.
    function int findMission(coerce string mapName)
    {
    	local int i;

    	for (i = 0; i < missions.Length; i++)
    	{
    		if (Caps(mapName) == Caps(missions[i].mapName))
    		{
    			return i;
    		}
    	}

    	return -1;
    }

    // duplicates the object
    function copy(CampaignInfo dest)
    {
    	local int i;

    	if (dest == None)
    		return;

    	dest.progressIdx = progressIdx;
    	dest.highestProgressIdx = highestProgressIdx;
    	dest.selectedDifficulty = selectedDifficulty;

    	dest.missions.Length = 0;

    	for (i = 0; i < missions.Length; i++)
    	{
    		dest.missions.Length = i + 1;
    		dest.missions[dest.missions.Length - 1].startCutsceneMap = missions[i].startCutsceneMap;
    		dest.missions[dest.missions.Length - 1].startCutsceneName = missions[i].startCutsceneName;
    		dest.missions[dest.missions.Length - 1].endCutsceneMap = missions[i].endCutsceneMap;
    		dest.missions[dest.missions.Length - 1].endCutsceneName = missions[i].endCutsceneName;
    		dest.missions[dest.missions.Length - 1].mapName = missions[i].mapName;
    		dest.missions[dest.missions.Length - 1].bPersist = missions[i].bPersist;
    	}
    }

    defaultproperties
    {
    	selectedDifficulty = 1
    }

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Class file time: ne 5.9.2004 15:53:12.000 - Creation time: st 23.5.2018 00:10:42.637 - Created with UnCodeX