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# Gameplay.MultiplayerGameInfo

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    class MultiplayerGameInfo extends GameInfo
    	config;

    var() editinline class<RoundInfo> roundInfoClass		"The rounds to use";
    var() string gameSummaryPage							"The name of the game summary page to use";
    var() string roundSummaryPage							"The name of the round summary page to use";
    var() string guiPackage									"The name of the package where the specified summary pages can be found";
    var() config int scoreLimit								"The match will end after this number of points are scored";
    var() config int minimumNumberOfPlayers					"The minimum number of players needed on the server in order to play";
    var() globalconfig float postGameDelay					"Wait for this number of seconds after the map ends before loading the next map";
    var() globalconfig bool bTournamentMode					"Tournament mode requires admins to change each player's team";
    var() globalconfig float tournamentCountdown			"The countdown duration for starting a match in tournament mode";
    var() config bool bUseMapScoreLimits					"If true, if a map specifies a score limit for this game type, it will be used";
    var() int numTeams										"Number of teams.  Only 1 and 2 are supported.";
    var() bool bDontAllowEnemySpectating					"If true, you can spectate members of the other team";
    var() class<Loadout> defaultLoadoutOverride				"If provided, all multiplayer starts in this mode will use this loadout by default";
    var() localized array<string> gameHints					"Hints that are displayed when each map loads";
    var() bool bRepairBaseDevicesBetweenRounds					"If true, all base devices in the game will be fully repaired in-between rounds";
    var(LocalMessage) class<TribesLocalMessage> GameAnnouncerMessageClass "The class to use for game announcement messages";

    var RoundInfo	roundInfo;
    var bool		bRoundStarted;
    var Name		playerRestartState;		// if not '', the state that restarting players are set to
    var int			numPlayersLoggedIn;
    var bool		bPendingMatchEnd;
    var bool		bForceStart;
    var float		lastTournamentUpdateTime;
    var bool		bOnGameEndCalled;
    var bool		bServerTravelOverride;
    var float		lastTimeLeft;
    var float		clientTravelAtTime;
    var string		serverTravelURL;
    var bool		bWaitingForPlayers;

    var String		GameSpyGameMode;

    // PreBeginPlay
    function PreBeginPlay()
    {
    	local int i;
    	Super.PreBeginPlay();

    	// Search for a map-specific RoundInfo override
    	ForEach DynamicActors(class'RoundInfo', roundInfo)
    	{
    		// This sets roundInfo to first found instance
    		break;
    	}

    	// If that doesn't exist, spawn a roundInfo according to this gameinfo's roundInfoClass
    	if (roundInfo == None && roundInfoClass != None)
    	{
    		roundInfo = spawn(roundInfoClass);
    	}

    	// Failing that, default to a standard roundInfo
    	if (roundInfo == None)
    	{
    		LOG("No RoundInfo found, spawning one");
    		roundInfo = spawn(class'RoundInfo');

    		roundInfo.rounds[0] = new(roundInfo) class'RoundData';
    		roundInfo.rounds[0].duration = 15;
    		roundInfo.rounds[0].countdownDuration = 5;
    	}
    	else if (TimeLimit > 0)
    	{
    		// TimeLimit is an override for the duration of all rounds
    		for (i=0; i<roundInfo.rounds.Length; i++)
    		{
    			roundInfo.rounds[i].duration = TimeLimit;
    		}
    	}

    	// Make sure there's at least one PlayerStart placed for observers
    	checkForObserverPlayerStart();

    	// mp debugging
    	if (class'GameEngine'.default.EnableDevTools)
    		CheatClass = class'TribesCheatManager';

    	//LOG("Using RoundInfo "$roundInfo.Label);
    }

    function PostBeginPlay()
    {
    	local TeamInfo t;
    	local int i;
    	local MultiplayerStart mpstart;

    	Super.PostBeginPlay();

    	// Assign team indices
    	ForEach AllActors(class'Teaminfo', t)
    	{
    		t.TeamIndex = i++;
    	}

    	// Loadout override
    	if (defaultLoadoutOverride != None)
    	{
    		ForEach AllActors(class'MultiplayerStart', mpstart)
    		{
    			mpstart.loadoutOverride = defaultLoadoutOverride;
    		}
    	}

    	// Allow map to override score limit for this game type
    	if (bUseMapScoreLimits)
    	{
    		for (i=0; i<Level.SupportedModes.Length; i++)
    		{
    			if (Level.SupportedModes[i] == Class && i < Level.SupportedModesScoreLimits.Length && Level.SupportedModesScoreLimits[i] > 0)
    			{
    				scoreLimit = Level.SupportedModesScoreLimits[i];
    			}
    		}
    	}
    }

    event bool SaveAllowed()
    {
    	return false;
    }

    function InitGameReplicationInfo()
    {
    	Super.InitGameReplicationInfo();

    	GameReplicationInfo.playerTeamDamagePercentage = playerTeamDamagePercentage;
    	GameReplicationInfo.bTournamentMode = bTournamentMode;
    	TribesGameReplicationinfo(GameReplicationInfo).numTeams = numTeams;
    }

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // PlayerStart   ///////////////////////////////////////////////////////////////////////////////////////////////

    function checkForObserverPlayerStart()
    {
    	local PlayerStart observerStart;

    	if (!observerStartExists())
    	{
    		observerStart = spawn(class'PlayerStart');
    		observerStart.bObserverStart = true;
    	}
    }

    function bool observerStartExists()
    {
    	local PlayerStart N;

    	foreach AllActors( class 'PlayerStart', N )
    	{
    		if (N.bObserverStart)
    			return true;
    	}

    	return false;
    }

    function float tribesRatePlayerStart(PlayerStart P, TeamInfo Team, Controller Player)
    {
    	local PlayerCharacterController c;

    	if (Player != None)
    		c = PlayerCharacterController(Player);

    	// Handle observer start point
    	if (P.bObserverStart)
    	{
    		if (Player == None || c == None)
    		{
    			//Log("MJOBS:  Positive observer start rating for "$P$", player = "$Player$", c = "$c);
    			return Rand(65535);
    		}

    		// If Player is valid and not observing, don't spawn here
    		return 0;
    	}

    	if (Player == None || c == None)
    		return 0;

    	if (MultiplayerStart(P) == None || P.team != Team)
    		return 0;

    	// spawn only within the desired base, if specified
    	if (c.spawnBase != None)
    	{
    		if (P.baseInfo != None && P.baseInfo == c.spawnBase)
    			return Rand(65535);
    		else
    			return 0;
    	}

    	return Rand(65535);
    }

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Login, logout and player initialization  ////////////////////////////////////////////////////////////////////////////

    function TeamInfo initialTeam()
    {
    	local TeamInfo t;
    	local TeamInfo smallestTeam;
    	local TribesReplicationInfo r;
    	local int teamNum;
    	local int smallestTeamNum;

    	smallestTeamNum = 99999;

    	// assign the player to the team with the least players/score, but only if the
    	// team has playerStarts associated with it
    	ForEach AllActors(class'TeamInfo', t)
    	{
    		//Log("Found team "$t$" in initialTeam() with numPlayerStarts = "$t.numPlayerStarts);
    		if (t.numPlayerStarts == 0)
    			continue;

    		teamNum = 0;

    		ForEach DynamicActors(class'TribesReplicationInfo', r)
    		{
    			if (r.team == t)
    				teamNum++;
    		}

    		if (teamNum < smallestTeamNum
    				|| (teamNum == smallestTeamNum && smallestTeam != None && t.score < smallestTeam.score))
    		{
    			smallestTeamNum = teamNum;
    			smallestTeam = t;
    		}
    	}

    	return smallestTeam;
    }

    function bool enoughPlayersToStart()
    {
    	return numPlayersLoggedIn >= minimumNumberOfPlayers;
    }

    function PostLogin(PlayerController NewPlayer)
    {
    	local TeamInfo t;
    	local PlayerCharacterController PC;
    	local TribesReplicationInfo TRI;

    	Super.PostLogin(NewPlayer);

    	PC = PlayerCharacterController(NewPlayer);
    	if (PC == None)
    	{
    		Log("Login error:  joining controller was None");
    		return;
    	}
    	numPlayersLoggedIn++;

    	NewPlayer.PlayerReplicationInfo.bWaitingPlayer = true;

    	// Set the player's round info
    	PC.roundInfo = roundinfo;

    	TRI = TribesReplicationInfo(PC.PlayerReplicationInfo);

    	// If game is in tournament mode, all connecting players are forced to be spectators and must
    	// be team'd by an admin
    	if (bTournamentMode)
    	{
    		if (TribesGameReplicationInfo(GameReplicationInfo).bAwaitingTournamentStart)
    		{
    			//Log("Forcing "$NewPlayer$" into awaitingGameStart due to tourney", 'postlogin');
    			NewPlayer.GotoState('AwaitingGameStart');
    			NewPlayer.ClientGotoState('AwaitingGameStart');
    		}
    		else
    		{
    			//Log("Forcing "$NewPlayer$" into spectator mode due to tourney", 'postlogin');
    			NewPlayer.GotoState('TribesSpectating');
    			NewPlayer.ClientGotoState('TribesSpectating');
    		}
    		return;
    	}

    	// Assign a team
    	if(TRI.team == None)
    	{
    		t = initialTeam();
    		TRI.setTeam(t);
    		TRI.bTeamChanged = true;
    	}
    	//Log("Team of "$NewPlayer$" set to "$TRI.team, 'postlogin');

    	if (bWaitingForPlayers)
    	{
    		//Log("Forcing "$NewPlayer$" into awaitingGameStart mode due to not enough players", 'postlogin');
    		NewPlayer.GotoState('AwaitingGameStart');
    		NewPlayer.ClientGotoState('AwaitingGameStart');
    		return;
    	}

    	// If a round with maxLives is in progress the player must wait until the next round
    	if (GetStateName() == 'GamePhase' && roundInfo.currentRound().maxLives > 0)
    	{
    		//Log("Forcing "$NewPlayer$" to wait for next round", 'postlogin');
    		PC.bWaitingForRoundEnd = true;

    		// New player has a team but make sure he's not allowed to spawn yet
    		PC.livesLeft = 0;

    		NewPlayer.GotoState('AwaitingNextRound');
    		NewPlayer.ClientGotoState('AwaitingNextRound');
    		return;
    	}

    	// Reset livesLeft.  This is done between each round, but it needs to be done here as well to handle
    	// players who join during a round countdown
    	if (roundInfo.currentRound() != None && roundInfo.currentRound().maxLives > 0)
    	{
    		PC.livesLeft = roundInfo.currentRound().maxLives;
    	}
    	else
    		// Otherwise ensure respawns are disabled for this player
    		PC.livesLeft = -1;

    	//Log("Sending "$NewPlayer$" to PlayerRespawn on PostLogin");

    	// In all other cases, allow the player to spawn
    	NewPlayer.GotoState('PlayerRespawn');
    	NewPlayer.ClientGotoState('PlayerRespawn');
    }

    function Logout( Controller Exiting )
    {
    	numPlayersLoggedIn--;
    	BaseMutator.NotifyLogout(Exiting);
    	Super.Logout(Exiting);
    }

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Restarting and respawning  //////////////////////////////////////////////////////////////////////////////////

    function RestartPlayer( Controller aPlayer )
    {
    	local Mutator mutator;
    	local class<Loadout> mutatedLoadoutClass;
    	local class<CombatRole> mutatedCombatRoleClass;
    	local PlayerCharacterController pcc;
    	local Character c;
    	local bool spectator;
    	local MultiplayerStart mpstart;
    	local Vehicle vehicle;
    	local VehicleMountedTurret vehicleTurret;
    	local Turret turret;

    	//log("Restarting player "$aPlayer);

        // spectator controllers have a none pawn class (utserveradminspectator etc.)
        if (aPlayer.PawnClass==None)
            spectator = true;

    	// Properly kill the pawn before the superclass has a chance to destroy it - need to handle vehicle and turret case
    	// This forces the player to drop all equipment
    	if ( (aPlayer.Pawn != None) && (Level.TimeSeconds - aPlayer.Pawn.LastStartTime > 1) )
    	{
    		vehicle = Vehicle(aPlayer.Pawn);
    		vehicleTurret = VehicleMountedTurret(aPlayer.Pawn);
    		turret = Turret(aPlayer.Pawn);
    		if (vehicle != None)
    		{
    			// vehicle case
    			vehicle.positions[vehicle.driverIndex].occupant.KilledBy(aPlayer.Pawn);

    			// ... kick out dead body immediately
    			vehicle.driverLeave(true, vehicle.driverIndex);
    		}
    		else if (vehicleTurret != None)
    		{
    			// vehicle mounted turret case
    			vehicleTurret.ownerVehicle.positions[vehicleTurret.positionIndex].occupant.KilledBy(aPlayer.Pawn);

    			// ... kick out dead body immediately
    			vehicleTurret.ownerVehicle.driverLeave(true, vehicleTurret.positionIndex);
    		}
    		else if (turret != None)
    		{
    			// turret case
    			turret.driver.KilledBy(aPlayer.Pawn);

    			// ... kick out dead body immediately
    			turret.driverLeave(true);
    		}
    		else
    			aPlayer.Pawn.KilledBy(aPlayer.Pawn);
    	}

    	Super.RestartPlayer(aPlayer);

        // early exit for spectators (originally dont have a pawn)
        if (spectator)
        {
            log("restarted spectator controller");
            return;
        }

        // post respawn initialization for pawns
    	mutator = Mutator(BaseMutator);
    	pcc = PlayerCharacterController(aPlayer);
    	c = Character(aPlayer.Pawn);

    	// force MP gamers' character to get the PRI bIsFemale flag
    	c.bIsFemale = pcc.PlayerReplicationInfo.bIsFemale;

    	if (aPlayer.StartSpot == None)
    	{
    		log("Can't spawn multiplayer character: character has no start point. Did you set your start points' team fields?");
    		return;
    	}

    	if (aPlayer.Pawn == None)
    	{
    		log("Can't spawn multiplayer character: character was not created");
    		return;
    	}

    	if (TribesReplicationInfo(aPlayer.PlayerReplicationInfo).team == None)
    	{
    		log("Can't spawn multiplayer character: character has no team");
    		return;
    	}

    	mpstart = MultiplayerStart(aPlayer.StartSpot);

    	if (mpstart != None && !mpstart.canRespawn())
    	{
    		log("Can't spawn multiplayer character:  disallowed by "$mpstart);
    		return;
    	}

    	if (mpstart.combatRole == None)
    	{
    		log("NOTE: MultiplayerStart "$aPlayer.StartSpot.name$" has no combat role defined");
    	}
    	else
    	{
    		if (mutator != None)
    		{
    			mutatedLoadoutClass = class<Loadout>
    				(DynamicLoadObject(mutator.MutateSpawnLoadoutClass(c), class'Class', true));
    			mutatedCombatRoleClass = class<CombatRole>
    				(DynamicLoadObject(mutator.MutateSpawnCombatRoleClass(c), class'Class', true));
    		}

    		if (mutatedLoadoutClass == None)
    		{
    			// equip player with override loadout from spawn point, if defined
    			if (mpstart.loadoutOverride != None)
    			{
    				pcc.newLoadout(new mpstart.loadoutOverride);
    			}
    			else if(!pcc.HasCurrentLoadout())
    			{
    				// else equip player with default loadout from combat role
    				pcc.newLoadout(new mpstart.combatRole.default.defaultLoadout);
    			}
    		}
    		else
    		{
    			// equip with mutated loadout class
    			pcc.newLoadout(new mutatedLoadoutClass);
    		}

    		if (mutatedCombatRoleClass == None)
    		{
    			// take initial combat role from start spot
    			c.combatRole = mpstart.combatRole;
    		}
    		else
    		{
    			// equip with mutated combat role class
    			c.combatRole = mutatedCombatRoleClass;
    		}

    		// equip player with armor from combat role
    		mpstart.combatRole.default.armorClass.static.equip(Character(aPlayer.Pawn));

    		// Set the mesh of the player
    		SetPlayerMesh(pcc);

    		// update the new character's skin from the client's preference
    		if (allowSkinChanges())
    			pcc.clientGetSkinPreference(Character(aPlayer.Pawn).Mesh);
    	}

    	pcc.playerReplicationInfo.bIsSpectator = false;

    	pcc.equipCharacter();
    	pcc.NextWeapon();

    	// If the game is in countdown or waiting to start, the player must wait
    	if (IsInState('CountdownPhase') || IsInState('StartGame'))
    	{
    		// Don't send client to this state since it's not needed
    		pcc.GotoState('TribesCountdown');
    	}
    	// Otherwise, start the player
    	else
    		startPlayer(pcc);

    	// Notify the playerStart so it can notify its baseInfo and spawnArray.
    	// Doing this in the parent RestartPlayer() didn't work because carryable containers
    	// depend on this callback for giving the player a carryable when he spawns. But the above
    	// code messes with your equipment in such a way that prevented you from accessing
    	// your carryables.  So this callback has to come after your equipment is given to you.
    	mpstart.onPlayerSpawned(aPlayer);

    	// invoke mutator
    	BaseMutator.ModifyPlayer(aPlayer.Pawn);
    }

    function SetPlayerMesh( Controller aPlayer )
    {
    	local Mesh mesh;
    	local Jetpack jetpack;
    	local class<Jetpack> mutatedJetpack;
    	local Mesh armsMesh;
    	local Character c;
    	local MultiplayerStart mpstart;

    	if (Mutator(BaseMutator) != None)
    		Mutator(BaseMutator).MutatePlayerMeshes(mesh, mutatedJetpack, armsMesh);

    	c = Character(aPlayer.Pawn);
    	mpstart = MultiplayerStart(aPlayer.StartSpot);

    	// set mesh from TeamInfo
    	if (mesh == None)
    		mesh = c.team().getMeshForRole(mpstart.combatRole, aPlayer.PlayerReplicationInfo.bIsFemale);
    	if (mesh != None)
    	{
    		aPlayer.Pawn.LinkMesh(mesh);
    	}
    	else
    	{
    		log("MultiplayerGameInfo: No mesh defined for combat role "$mpstart.combatRole$
    			", team "$c.team()$", bIsFemale "$aPlayer.PlayerReplicationInfo.bIsFemale);
    	}

    	// set jetpack mesh for TeamInfo
    	if (mutatedJetpack == None)
    		jetpack = c.team().getJetpackForRole(aPlayer.Pawn, mpstart.combatRole, aPlayer.PlayerReplicationInfo.bIsFemale);
    	else
            jetpack = new mutatedJetpack;
    	if (jetpack != None)
    	{
    		c.setJetpack(jetpack);
    	}

    	if (armsMesh == None)
    		armsMesh = c.team().getArmsMeshForRole(mpstart.combatRole);
    	if (armsMesh != None)
    	{
    		c.setArmsMesh(armsMesh);
    	}
    }

    // Set the state of all players who aren't spectating
    function setAllActivePlayerStates(Name newState, optional Name stateTag, optional bool bForceSpectators)
    {
    	local PlayerCharacterController C;

    	//Log("Setting state for all players to "$newState);

    	ForEach Level.AllControllers(class'PlayerCharacterController', C)
    	{
    		// Don't set spectator states
    		if (!bForceSpectators && C.PlayerReplicationInfo.bIsSpectator)
    			continue;

    		if (C.IsInState(newState))
    		{
    			//Log("Player "$C$" is already in state "$newState);
    			continue;
    		}

    		C.GotoState(newState, stateTag);
    		C.ClientGotoState(newState, stateTag);
    	}

    }

    // Set all players who aren't spectating to their movement state
    // Players who haven't yet spawned in the world will not be started by calling this function
    function startAllActivePlayers()
    {
    	local PlayerCharacterController C;

    	//Log("Starting all active players");

    	ForEach Level.AllControllers(class'PlayerCharacterController', C)
    	{
    		startPlayer(C);
    	}
    }

    // Set this player to his movement state.
    // If the player has not yet spawned in the world, this function will try to spawn
    // the player (and then be called again from RestartPlayer())
    function startPlayer(PlayerCharacterController C)
    {
    	// Don't start spectators
    	if (C.PlayerReplicationInfo.bIsSpectator)
    		return;

    	// If the player doesn't have a pawn, try to spawn one
    	// MJ TODO:  If the player gets forced out of inventory selection by this restart, they should
    	// get whatever equipment they had selected at the time of being forced out
    	if (C.Pawn == None)
    	{
    		RestartPlayer(C);

    		// Return because this function will get called again from RestartPlayer()
    		return;
    	}

    	if (C.Pawn != None)
    	{
    		// Put player in their expected movement state, i.e. let them start playing
    		C.GotoState(Rook(C.Pawn).playerControllerState);
    		C.ClientGotoState(Rook(C.Pawn).playerControllerState);
    		C.Restart();
    	}
    	else
    	{
    		// This should never happen
    		Log("Not starting active player "$C$" due to no Pawn");
    	}
    }

    function killAllPlayers()
    {
    	local PlayerCharacterController C;

    	//Log("Killing all active players");

    	ForEach Level.AllControllers(class'PlayerCharacterController', C)
    	{
    		if (C.Pawn != None)
    			C.Pawn.KilledBy(C.Pawn);
    	}
    }

    // playerPawnDestroyedState
    // The state that the playercontroller is put into when the pawn dies
    function Name playerPawnDestroyedState()
    {
    	return 'PlayerRespawn';
    }

    // The state that the player is put into if he has no lives left
    function Name playerPawnNoRespawnState()
    {
    	return 'AwaitingNextRound';
    }

    // This function is called BEFORE the player actually respawns; if it returns
    // before calling super.tryRespawn() then the player will NOT spawn
    function bool tryRespawn(PlayerCharacterController c)
    {
    	//local TeamInfo t;
    	//local TribesReplicationInfo TRI;

    	//Log("Global tryRespawn() called on "$c);

    	// Don't allow respawn if respawnDelay has not yet elapsed
    	if (c.respawnDelay > 0 && ! c.bForcedRespawn)
    	{
    		//Log(c$" can't respawn due to respawnDelay = "$c.respawnDelay);
    		return false;	// can't respawn, waiting for delay
    	}

    	// Don't allow respawn if the player has run out of lives
    	if (c.livesLeft == 0 && roundInfo.currentRound().maxLives != -1)
    	{
    		//Log(c$" can't respawn due to respawnsLeft");
    		return false; // can't respawn, none left
    	}

    	c.bWaitingForRoundEnd = false;

    	// set the team if there is none
    	//TRI = TribesReplicationInfo(c.PlayerReplicationInfo);
    	//if(TRI.team == None)
    	//{
    	//	t = initialTeam();
    	//	c.dispatchMessage(new class'MessageClientChangedTeam'(c, t, TRI.team));
    	//	TRI.team = t;
    	//}

    	// Show an inventory screen if applicable
    	if(roundInfo.currentRound().bAllowEquipOnRespawn)
    	{
    		// Log("Allowing equipment for controller "$c);
    		c.GotoState('PlayerEquippingPreRestart');
    		c.ClientGotoState('PlayerEquippingPreRestart');

    		// Return now so the player doesn't respawn just yet
    		return false;
    	}

    	// Superclass calls RestartPlayer()
    	return Super.tryRespawn(c);
    }

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // State StartGame
    // Gives a chance for players to connect, then starts the game if there are
    // enough players.  If there aren't enough players, wait for them.
    auto state StartGame
    {
    	function bool allowMapVote()
    	{
    		return false;
    	}

    	function bool playersReady()
    	{
    		local PlayerController PC;
    		local PlayerReplicationInfo PRINotReady[3];
    		local int numControllersNotReady;
    		local bool bOneActivePlayer;

    		// Find out which players aren't ready
    		ForEach DynamicActors(class'PlayerController', PC)
    		{
    			if (PC.IsInState('TribesCountdown'))
    			{
    				bOneActivePlayer = true;
    				if (!TribesReplicationInfo(PC.PlayerReplicationInfo).bReady)
    				{
    					if (numControllersNotReady < 3)
    						PRINotReady[numControllersNotReady] = PC.PlayerReplicationInfo;
    					numControllersNotReady++;
    				}
    			}
    		}

    		// If only a few players are holding things up, broadcast a message with those player names
    		if (numControllersNotReady > 0 && numControllersNotReady <= 3 && Level.TimeSeconds - 10 > lastTournamentUpdateTime)
    		{
    			lastTournamentUpdateTime = Level.TimeSeconds;
    			BroadcastLocalized(self, GameMessageClass, 22, PRINotReady[0], PRINotReady[1], PRINotReady[2]);
    		}
    		return bOneActivePlayer && numControllersNotReady == 0;
    	}

    	// Always allow team changes
    	function bool ChangeTeam(Controller Other, int N, bool bNewTeam)
    	{
    		return true;
    	}

    	function EndState()
    	{
    		// Log("Ending state StartGame");
    	}
    Begin:
    	// Log("Entered state StartGame...");

    	// If in tourney mode, wait for all players to be ready or an admin forced start, whichever comes first
    	if (bTournamentMode)
    	{
    		GameSpyStateChange("openwaiting");

    		// Wait until all players are ready or an admin forces the match to start
    		TribesGameReplicationInfo(GameReplicationInfo).bAwaitingTournamentStart = true;
    		while (!playersReady() && !bForceStart)
    		{
    			Sleep(1);
    		}
    		TribesGameReplicationInfo(GameReplicationInfo).bAwaitingTournamentStart = false;
    		bForceStart = false;

    		// If still in tourney mode, set countdown duration of first round to a special tourney value
    		if (bTournamentMode)
    			roundInfo.rounds[0].countdownDuration = tournamentCountdown;
    	}

    	GameSpyStateChange("openplaying");

    	// Goto the state that decides how to proceed to the next round
    	GotoState('InBetweenRounds');
    }

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // State InBetweenRound
    // This state handles transitions between rounds, including the transition from start of game to the first round
    state InBetweenRounds
    {

    	function bool CanSpectate( PlayerController Viewer, bool bOnlySpectator, actor ViewTarget )
    	{
    		// Don't allow switching to spectator mode in this state
    		return false;
    	}

    	function bool ChangeTeam(Controller Other, int N, bool bNewTeam)
    	{
    		// Don't allow changing teams in this state
    		return false;
    	}

    	function showRoundSummary()
    	{
    		local PlayerCharacterController c;

    		// Cause everyone to see a round summary
    		ForEach Level.AllControllers(class'PlayerCharacterController', c)
    		{
    			// Inform of winning team
    			c.clientOpenMenu(guiPackage $ "." $ roundSummaryPage, roundSummaryPage);
    		}
    	}

    	function closeRoundSummary()
    	{
    		local PlayerCharacterController c;

    		// Close everyone's round summaries
    		ForEach Level.AllControllers(class'PlayerCharacterController', c)
    		{
    			c.clientCloseMenu();
    		}
    	}

    Begin:
    	//Log("Server entered state InBetweenRounds");

    	// Check for a pending match end.  It's possible that this state was entered in the same tick that the
    	// match should've ended, thus overriding the GameEnd state.  This works but a better solution would
    	// be preferable.
    	if (bPendingMatchEnd)
    	{
    		//Log("Pending match end detected...forcing to GameEnd");
    		GotoState('GameEnd');
    	}

    	// If this isn't the first or last round, show a round summary
    	if (roundInfo.currentRoundIdx >= 0 && roundInfo.currentRoundIdx < roundInfo.rounds.Length - 1)
    	{
    		//setAllActivePlayerStates('AwaitingNextRound');
    		// Wait a second before showing the summary
    		// This is a hacky way to help ensure the team scoring information gets replicated before
    		// the summary page is shown...consider a better solution
    		Sleep(1);
    		showRoundSummary();
    		Sleep(3);
    		closeRoundSummary();
    	}

    	// Go to the next round if applicable; otherwise, end the game
    	if (roundInfo.moreRoundsToPlay())
    	{
    		// Check that the minimum number of players is satisfied; if not, wait until it is
    		if (!enoughPlayersToStart())
    		{
    			bWaitingForPlayers = true;
    			// Make sure everyone is waiting
    			setAllActivePlayerStates('AwaitingGameStart');

    			// Check the first round for minimumNumberOfPlayers and wait until there are enough
    			// players to satisfy this restriction
    			while (!enoughPlayersToStart())
    			{
    				//Log("Not enough players.  Waiting...");
    				Sleep(5);
    			}
    			bWaitingForPlayers = false;
    			setAllActivePlayerStates('PlayerRespawn', 'Forced', true);
    		}

    		// If the upcoming round isn't the first round, force all active players to spawn (make sure everyone's dead first)
    		if (roundInfo.currentRoundIdx + 1 > 0)
    		{
    			killAllPlayers();
    			setAllActivePlayerStates('PlayerRespawn', 'Forced');
    		}

    		// Repair everything if applicable
    		if (bRepairBaseDevicesBetweenRounds)
    			repairAllBaseDevices();

    		// Start the next round
    		roundInfo.startNextRound();

    		// Goto countdown phase if required; otherwise start the game immediately
    		if (roundInfo.needsCountdown())
    		{
    			GotoState('CountdownPhase');
    		}
    		else
    		{
    			GotoState('GamePhase');
    		}
    	}
    	else
    	{
    		GotoState('GameEnd');
    	}
    }

    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // State CountdownPhase
    // Players already spawned, but are locked.  Newly connected players will be able to spawn, but will also be locked
    state CountdownPhase
    {
    	function bool allowMapVote()
    	{
    		return false;
    	}
    Begin:
    	//Log("Entering CountdownPhase");
    	dispatchMessage(new class'MessageRoundWarmup');

    	// Loop until the countdown is finished
    	while (roundInfo.isCountdown())
    		Sleep(0.5);

    	// Set the countdown to an invalid number to indicate that it's over, then start the game
    	roundInfo.replicatedRemainingCountdown = -1;
    	GotoState('GamePhase');
    }

    // State GamePhase
    // Actual gameplay
    state GamePhase
    {
    	function onDeath(PlayerCharacterController c)
    	{
    		if (roundInfo.currentRound() != None)
    		{
    			// Decrement the dead controller's number of lives, if applicable
    			if (roundInfo.currentRound().maxLives > 0)
    			{
    				c.livesLeft--;
    				//Log("maxLives decremented, "$c$" now has "$c.livesLeft$" lives left");
    			}

    			// For each character death, check to see if the round should end as a result
    			// of that death
    			if (roundInfo.currentRound().shouldEndAfterDeathOf(Level, c))
    			{
    				//Log("Forcing selection of next round as a result of "$c$"'s death");
    				Level.Game.Broadcast(self, "Round ended due to one team being defeated!");
    				GotoState('InBetweenRounds');
    			}

    			// Assign the dying character a respawnDelay
    			c.respawnDelay = roundInfo.currentRound().getRespawnDelay();
    		}

    		//Log(c$" died, livesLeft = "$c.livesLeft);
    	}

    	// Called by MPActors whenever team points are scored
    	// This is used to prematurely end matches based on total number of points scored
    	function postTeamScored(TeamInfo t, int numPoints, optional Actor EndGameFocus)
    	{
    		local PlayerController player;
    		local Controller P;

    		if (scoreLimit > 0 && t.score >= scoreLimit)
    		{
    			//Log("Ending match due to scoreLimit reached");
    			//Level.Game.Broadcast(self, "Score limit for this match was reached!");

    			// Set a flag to mark match end since game state might change before next tick
    			bPendingMatchEnd = true;

    			// If FocusRookOnWin provided, force everyone to view it
    			if (EndGameFocus != None)
    			{
    				for ( P=Level.ControllerList; P!=None; P=P.nextController )
    				{
    					player = PlayerController(P);
    					if ( Player != None )
    					{
    						Player.ClientSetBehindView(true);
    						Player.CameraDist = 11;
    						Player.ClientSetViewTarget(EndGameFocus);
    						Player.SetViewTarget(EndGameFocus);
    					}
    				}
    				GotoState('GameEnd', 'Delayed');
    				return;
    			}

    			GotoState('GameEnd');
    			return;
    		}

    		// Check the current round's scoreLimit
    		if (roundInfo.currentRound() != None && roundInfo.currentRound().shouldEndAfterTeamScored(Level, t))
    		{
    			//Log("Ending round due to scoreLimit reached");
    			//Level.Game.Broadcast(self, "Score limit for this round was reached!");
    			GotoState('InBetweenRounds');
    		}
    	}

    	function evaluateTimeLeft()
    	{
    		local float timeLeft;

    		// Play 1-minute and 10-second warnings
    		timeLeft = roundInfo.currentRound().timeLeft(Level);

    		if (lastTimeLeft >= 61 && timeLeft < 61)
    		{
    			BroadcastLocalized(self, GameAnnouncerMessageClass, 3);
    		}
    		else if (lastTimeLeft >= 11 && timeLeft < 11)
    		{
    			BroadcastLocalized(self, GameAnnouncerMessageClass, 4);
    		}
    		lastTimeLeft = timeLeft;
    	}

    Begin:
    	//Log("Entering GamePhase");
    	if (!roundInfo.isFinished())
    	{
    		// Start all players who were waiting for this round
    		startAllActivePlayers();
    		dispatchMessage(new class'MessageRoundStart');
    		BroadcastLocalized(self, GameAnnouncerMessageClass, 5);

    		// Loop until the round is finished
    		while (!roundInfo.isFinished())
    		{
    			Sleep(0.5);
    			roundInfo.currentRound().advanceWaveTime(0.5);
    			evaluateTimeLeft();
    		}
    	}
    	//Log("Round "$roundInfo.currentRound()$" ended");

    	// If more than 1 round exists, announce round winner here
    	// Assume no round ends in a tie
    	if (roundInfo.rounds.Length > 1)
    	{
    		if (roundInfo.currentRound().winningTeam != None)
    			Level.Game.BroadcastLocalized(self, GameAnnouncerMessageClass, 1, roundInfo.currentRound().winningTeam);
    	}

    	// Go to the next round
    	dispatchMessage(new class'MessageRoundEnd');
    	GotoState('InBetweenRounds');
    }

    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // State GameEnd
    // The game has ended, time to load a new map
    state GameEnd
    {
    	function SendMPActorsToGameOver()
    	{
    		local MPActor a;

    		// Put all MPActors in GameOver state
    		ForEach Level.AllActors(class'MPActor', a)
    		{
    			a.GotoState('GameOver');
    		}
    	}

    	function bool tryRespawn(PlayerCharacterController c)
    	{
    		// MJ:  Should figure out why this function gets spammed at the end of a map
    		return false;
    	}

    	function showGameSummary()
    	{
    		local PlayerCharacterController c;

    		// Force everyone to see a GUIPage
    		ForEach Level.AllControllers(class'PlayerCharacterController', c)
    		{
    			c.clientOpenMenu(guiPackage $ "." $ gameSummaryPage, gameSummaryPage);
    		}
    	}

    	function closeGameSummary()
    	{
    		local PlayerCharacterController c;

    		// Force everyone to close it
    		ForEach Level.AllControllers(class'PlayerCharacterController', c)
    		{
    			c.clientCloseMenu();
    		}
    	}

    	// Don't allow team changes
    	function bool ChangeTeam(Controller Other, int N, bool bNewTeam)
    	{
    		return false;
    	}
    Delayed:
    	Sleep(6);

    Begin:
    	GameSpyGameMode = "closedwaiting";

    	//Log("Entering GameEnd");
    	OnGameEnd();

    	SendMPActorsToGameOver();

    	// Notify that the game has ended
    	EndGame(None, "");

    	// Play announcement here
    	if (numTeams > 1)
    	{
    		if (getWinningTeam() != getLosingTeam())
    			Level.Game.BroadcastLocalized(self, GameAnnouncerMessageClass, 0, getWinningTeam());
    		else
    			Level.Game.BroadcastLocalized(self, GameAnnouncerMessageClass, 2);
    	}

    	Sleep(2);
    	showGameSummary();
    	Sleep(postGameDelay);
    	//closeGameSummary();

    	if (!bServerTravelOverride)
    	{
    		RestartGame();	// base class, loads next map
    	}
    	else
    	{
    		Level.ServerTravel(serverTravelURL, false);
    	}
    }

    function OnGameEnd()
    {
    	bOnGameEndCalled = true;

    	// Cleanup winningTeam in roundInfos to satisfy garbage collection
    	roundInfo.cleanup();
    }

    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Miscellaneous

    function PostTeamScored(TeamInfo t, int numPoints, optional Actor EndGameFocus)
    {
    }

    function onSpectate(PlayerCharacterController c)
    {
    	//Log("Sending "$c$" to TribesSpectating");
    	if (c.Pawn != None)
    		c.Pawn.KilledBy(c.Pawn);
    	c.unpossess();
    	c.GotoState('TribesSpectating');
    	c.ClientGotoState('TribesSpectating');
    }

    function onUnspectate(PlayerCharacterController c)
    {
    	local tribesReplicationInfo TRI;
    	local TeamInfo t;

    	TRI = TribesReplicationInfo(c.playerReplicationInfo);
    	// Only allow unSpectating if you would normally be allowed to change teams
    	if (ChangeTeam(c, 0, false))
    	{
    		if(TRI.team == None)
    		{
    			t = initialTeam();
    			TRI.setTeam(t);
    			TRI.bTeamChanged = true;
    		}
    		c.GotoState('PlayerRespawn');
    		c.ClientGotoState('PlayerRespawn');
    	}

    	// MJ temp message
    	c.ClientMessage("Can't unspectate now");
    }

    // Returns team with highest score
    function TeamInfo getWinningTeam()
    {
    	local TeamInfo team, winningTeam;

    	ForEach Level.AllActors(class'TeamInfo', team)
    	{
    		if (winningTeam == None)
    			winningTeam = team;
    		else if (team.Score > winningTeam.Score)
    			winningTeam = team;
    	}

    	return winningTeam;
    }

    // Returns team with lowest score
    function TeamInfo getLosingTeam()
    {
    	local TeamInfo team, losingTeam;

    	ForEach Level.AllActors(class'TeamInfo', team)
    	{
    		if (losingTeam == None)
    			losingTeam = team;
    		else if (team.Score < losingTeam.Score)
    			losingTeam = team;
    	}

    	return losingTeam;
    }

    function bool ChangeTeam(Controller Other, int N, bool bNewTeam)
    {
    	local PlayerCharacterController pcc;
    	local bool allowChangeTeam;
    	local TeamInfo t;
    	local bool bTournamentActive;

    	pcc = PlayerCharacterController(Other);
    	t = pcc.getTeamInfo(N);

    	// Don't allow team changes while the player is respawning, if the round has limited lives, if
    	// a team has run out of carryables, or if the server has started a tournament
    	bTournamentActive = bTournamentMode && !TribesGameReplicationInfo(GameReplicationInfo).bAwaitingTournamentStart;

    	allowChangeTeam = (pcc.respawnDelay <= 0 || pcc.respawnDelay == roundInfo.currentRound().respawnDelay) &&
    					  !t.bNoMoreCarryables &&
    					  !bTournamentActive;

    	// Don't allow changing teams if maxLives is set and the game is in progress, but do allow changing
    	// teams if the game is in between rounds
    	//if (roundInfo.currentRound().maxLives >= 0)
    	//	allowChangeTeam = !IsInState('GamePhase');

    	//Log("Change team returning "$allowChangeTeam$" trying to change "$Other$" to "$t);
    	//Log("respawnDelay = "$pcc.respawnDelay$", maxLives = "$roundInfo.currentRound().maxLives$", noCarry = "$t.bNoMoreCarryables$", tourney = "$bTournamentActive);
    	return allowChangeTeam;
    }

    function enableTournamentMode()
    {
    	bTournamentMode = true;
    	default.bTournamentMode = true;
    	GameReplicationInfo.bTournamentMode = true;
    	bChangeLevels = false;
    	Class.static.StaticSaveConfig();
    	RestartGame();
    }

    function disableTournamentMode()
    {
    	bTournamentMode = false;
    	default.bTournamentMode = false;
    	GameReplicationInfo.bTournamentMode = false;
    	bForceStart = true;
    	bChangeLevels = true;
    	Class.static.StaticSaveConfig();
    }

    function setPlayerTeamDamagePercentage(float percentage)
    {
    	if (percentage < 0)
    		percentage = 0;
    	else if (percentage > 1)
    		percentage = 1;

    	default.playerTeamDamagePercentage = percentage;
    	playerTeamDamagePercentage = percentage;
    	GameReplicationInfo.playerTeamDamagePercentage = percentage;
    	Class.static.StaticSaveConfig();
    }

    // returns the number of player controllers that have active pawns
    function int numActivePlayers()
    {
    	local PlayerCharacterController pc;
    	local int i;

    	ForEach Level.AllControllers(class'PlayerCharacterController', pc)
    	{
    		if (pc.Pawn != None)
    			i++;
    	}

    	return i;
    }

    function bool CanSpectate( PlayerController Viewer, bool bOnlySpectator, actor ViewTarget )
    {
    	local Controller C;
    	local bool bAllow;

    	if (MPActor(ViewTarget) != None)
    		return true;

    	C = Controller(ViewTarget);

    	// can only spectate characters, occupied vehicles, occupied vehicle turrets
    	bAllow = Viewer == ViewTarget ||
    			(C != None && (Character(C.Pawn) != None || Vehicle(C.Pawn) != None || VehicleMountedTurret(C.Pawn) != None) && !C.IsInState('TribesSpectating'));

    	if (bAllow && Rook(ViewTarget) != None && Viewer.Pawn != None && bDontAllowEnemySpectating)
    	{
    		bAllow = (Rook(ViewTarget).team() == Rook(Viewer.Pawn).team());
    	}
    	return bAllow;
    }

    function bool allowMapVote()
    {
    	return true;
    }

    function repairAllBaseDevices()
    {
    	local BaseDevice bd;

    	ForEach AllActors(class'BaseDevice', bd)
    	{
    		if (bd.bCanBeDamaged)
    			bd.Health = bd.default.Health;
    	}

    }

    /* ProcessServerTravel()
     Optional handling of ServerTravel for network games.
    */
    function ProcessServerTravel( string URL, bool bItems )
    {
    	if (!bOnGameEndCalled)
    	{
    		bServerTravelOverride = true;
    		serverTravelURL = URL;

    		Level.bLevelChange = false;
    		Level.NextURL = "";
    		Log("ProcessServerTravel called, sending to GameEnd");
    		GotoState('GameEnd');
    	}
    	else
    	{
    		Log("Calling super.ProcessServerTravel");
    		super.ProcessServerTravel(URL, bItems);
    	}
    }

    // Hints
    static function string GetLoadingHint( PlayerController Ref, color HintColor, color BindColor )
    {
    	local string Hint;
    	local int Attempt;

    	if ( Ref == None )
    		return "";

    	while ( Hint == "" && ++Attempt < 10 )
    		Hint = ParseLoadingHint(GetNextLoadHint(), Ref, HintColor, BindColor);

    	return Hint;
    }

    static function string ParseLoadingHint(string Hint, PlayerController Ref, color HintColor, color BindColor)
    {
    	local string CurrentHint, Cmd, Result;
    	local int pos;

    	pos = InStr(Hint, "%");
    	if ( pos == -1 )
    		return Hint;

    	do
    	{
    		Cmd = "";
    		Result = "";

    		CurrentHint $= Left(Hint,pos);
    		Hint = Mid(Hint, pos+1);

    		pos = InStr(Hint, "%");
    		if ( pos == -1 )
    			break;

    		Cmd = Left(Hint,pos);
    		Hint = Mid(Hint,pos+1);

    		Result = Ref.Player.InteractionMaster.GetKeyFromBinding(Cmd, true);
    		if ( Result == Cmd || Result == "" )
    			break;

    		CurrentHint $= MakeColorCode(BindColor) $ Result $ MakeColorCode(HintColor);
    		pos = InStr(Hint, "%");
    	} until ( Hint == "" || pos == -1 );

    	if ( Result != "" && Result != Cmd )
    		return CurrentHint $ Hint;

    	return "";
    }

    static function string GetNextLoadHint()
    {
    	local array<string> Hints;

    	// Higher chance that we'll pull a loading hint from our own gametype
    	if ( Rand(100) < 75 )
    		Hints = GetAllLoadHints(true);
    	else Hints = GetAllLoadHints();

    	if ( Hints.Length > 0 )
    		return Hints[Rand(Hints.Length)];

    	return "";
    }

    static function array<string> GetAllLoadHints(optional bool bThisClassOnly)
    {
    	return default.gameHints;
    }

    static function string MakeColorCode(color NewColor)
    {
        // Text colours use 1 as 0.
        if(NewColor.R == 0)
            NewColor.R = 1;

        if(NewColor.G == 0)
            NewColor.G = 1;

        if(NewColor.B == 0)
            NewColor.B = 1;

        return Chr(0x1B)$Chr(NewColor.R)$Chr(NewColor.G)$Chr(NewColor.B);
    }

    function String GetGameSpyGameMode()
    {
    	return GameSpyGameMode;
    }

    function GameSpyStateChange(String newGameMode)
    {
    	GameSpyGameMode = newGameMode;
    	Level.GetGameSpyManager().SendGameSpyGameModeChange();
    }

    defaultproperties
    {
    	Label						= "GAMEINFO"
    	PlayerControllerClassName	= "Gameplay.PlayerCharacterController"
    	DefaultPlayerClassName		= "Gameplay.MultiplayerCharacter"
        bDelayedStart				= true
    	MapListType					= "Gameplay.MapList"
    	CheatClass					= class'ConsoleCommandManager'
    	gameSummaryPage				= "TribesMPGameSummaryMenu"
    	roundSummaryPage			= "TribesMPRoundSummaryMenu"
    	guiPackage					= "TribesGui"
    	equipmentLifeTime			= 15.0
    	DeathMessageClass			= class'Gameplay.MPDeathMessages'
    	GameMessageClass			= class'Gameplay.TribesGameMessage'
    	postGameDelay				= 8.0
    	GameAnnouncerMessageClass	= class'Gameplay.MPGameAnnouncerMessages'
    	tournamentCountdown			= 30.0
    	minimumNumberOfPlayers		= 0
    	numTeams					= 2
    	bPauseable					= false
    	GameSpyGameMode				= "closedwaiting"
    }

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Class file time: po 6.9.2004 08:38:12.000 - Creation time: st 23.5.2018 00:10:46.023 - Created with UnCodeX