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# TribesVoting.TribesVotingHandler

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    class TribesVotingHandler extends Engine.VotingHandler config;

    // work variables
    var array<VotingReplicationInfo> MVRI; // used to communicated between players and server
    var int           MapCount;      // number of maps
    var bool          bLevelSwitchPending;
    var bool          bMidGameVote;
    var int           TimeLeft,ScoreBoardTime,ServerTravelTime;
    var array<MapVoteScore> MapVoteCount;
    var array<KickVoteScore> KickVoteCount;
    var array<AdminVoteScore> AdminVoteCount;
    var TeamDamageVoteScore TeamDamageVoteCount;
    var TournamentVoteScore TournamentVoteCount;

    // VOTING TODO - map vote history

    //var class<MapVoteHistory> MapVoteHistoryClass;
    var array<MapVoteMapList> MapList;
    //var MapVoteHistory History;
    var string        TextMessage;
    var string        ServerTravelString;

    // ---- INI Configuration setting variables ----
    var() config array<MapVoteGameConfig> GameConfig;
    var() config int    VoteTimeLimit;
    var() config int    ScoreBoardDelay;
    var() config bool   bAutoOpen;
    var() config int    MidGameVotePercent;
    var() config bool   bScoreMode;
    var() config bool   bAccumulationMode;
    var() config bool   bEliminationMode;
    var() config int    MinMapCount;
    var() config string MapVoteHistoryType;
    var() config int    RepeatLimit;
    var() config int    DefaultGameConfig;
    var() config bool   bDefaultToCurrentGameType;
    var() config bool   bMapVote;
    var() config bool   bKickVote;
    var() config bool   bAdminVote;
    var() config bool   bTeamDamageVote;
    var() config bool   bTournamentVote;
    var() config bool   bMatchSetup;
    var() config int    KickPercent;
    var() config int    AdminPercent;
    var() config int    TeamDamagePercent;
    var() config int    TournamentPercent;
    var() config bool   bAnonymousKicking;
    var() config bool   bAnonymousAdmining;
    var() config array<AccumulationData> AccInfo; // used to save player's unused votes between maps when in Accumulation mode
    var() config int    ServerNumber;
    var() config int    CurrentGameConfig;

    // MatchSetup

    // VOTING TODO - match profile

    //var MatchConfig MatchProfile;
    var string GameConfigPage;
    var string MapListConfigPage;

    // Localization variables
    var localized string lmsgInvalidPassword;
    var localized string lmsgMatchSetupPermission;
    var localized string lmsgKickVote;
    var localized string lmsgAnonymousKickVote;
    var localized string lmsgKickVoteAdmin;
    var localized string lmsgAdminVote;
    var localized string lmsgAnonymousAdminVote;
    var localized string lmsgAdminVoteAdmin;
    var localized string lmsgTeamDamageVote;
    var localized string lmsgTournamentVote;
    var localized string lmsgMapWon;
    var localized string lmsgMidGameVote;
    var localized string lmsgSpectatorsCantVote;
    var localized string lmsgMapVotedFor;
    var localized string lmsgMapVotedForWithCount;
    var localized string lmsgTournamentModeEnabled;
    var localized string lmsgTournamentModeDisabled;
    var localized string lmsgTeamDamageEnabled;
    var localized string lmsgTeamDamageDisabled;
    var localized string PropsDisplayText[24];
    var localized string PropDescription[24];
    var localized string lmsgAdminMapChange;
    var localized string lmsgGameConfigColumnTitle[6];

    //================================================================================================
    //                                    Startup/Event Code
    //================================================================================================
    function PostBeginPlay()
    {
    	local int i;

    	Super.PostBeginPlay();

    	// disable voting in single player mode
        if( Level.NetMode == NM_StandAlone )
        {
            log("disable voting: netmode standalone");
    		return;
    	}

        LoadMapList();

    	bMatchSetup = bMatchSetup;

    	if (bKickVote)
    		log("Kick Voting Enabled",'voting');
    	else
    		log("Kick Voting Disabled",'voting');

    	if (bAdminVote)
    		log("Admin Voting Enabled",'voting');
    	else
    		log("Admin Voting Disabled",'voting');

    	if (bTeamDamageVote)
    		log("Team Damage Voting Enabled",'voting');
    	else
    		log("Team Damage Voting Disabled",'voting');

    	if (bTournamentVote)
    		log("Tournament Voting Enabled",'voting');
    	else
    		log("Tournament Voting Disabled",'voting');

    	if(bMapVote)
    		log("Map Voting Enabled",'voting');
    	else
    		log("Map Voting Disabled",'voting');

    	// check current game settings

    	if( !(string(Level.Game.Class) ~= GameConfig[CurrentGameConfig].GameClass) )
    	{
    		CurrentGameConfig = 0;
    		// find matching game type in game config
    		for( i=0; i<GameConfig.Length; i++)
    		{
    			if(GameConfig[i].GameClass ~= string(Level.Game.Class))
    			{
    				log("current game config: "$GameConfig[i].GameClass$" ["$i$"]", 'voting');

    				CurrentGameConfig = i;
    				break;
    			}
    		}
    	}

        // VOTING TODO - match profile

        /*
    	if(bMatchSetup)
    	{
    		log("MatchSetup Enabled",'voting');

    		MatchProfile = CreateMatchProfile();
    		MatchProfile.Init(Level);
    		MatchProfile.LoadCurrentSettings();
    	}
    	else
    		log("MatchSetup Disabled",'voting');
    		*/
    }
    //------------------------------------------------------------------------------------------------
    function PlayerJoin(PlayerController Player)
    {
    	// disable voting in single player mode
        if( Level.NetMode == NM_StandAlone )
    		return;

        if (bMapVote || bKickVote || bAdminVote || bTeamDamageVote || bTournamentVote || bMatchSetup)
    	{
    		//Log("___New Player Joined - " $ Player.PlayerReplicationInfo.PlayerName $ ", " $ Player.GetPlayerNetworkAddress(),'voting');
    		AddVoteReplicationInfo(Player);
    	}
    }
    //------------------------------------------------------------------------------------------------
    function PlayerExit(Controller Exiting)
    {
    	local int i,x,ExitingPlayerIndex;

    	// disable voting in single player mode
        if( Level.NetMode == NM_StandAlone )
    		return;

        ExitingPlayerIndex = -1;

    	//log("____PlayerExit", 'votedebug');

        if (bMapVote || bKickVote || bAdminVote || bTeamDamageVote || bTournamentVote || bMatchSetup)
    	{
    		for (i=0; i<MVRI.Length; i++)
    		{
    		    // remove players vote from vote count

    			if (MVRI[i]!=none && (MVRI[i].PlayerOwner== none || MVRI[i].PlayerOwner==Exiting))
    			{
    				//log("exiting player MVRI found " $ i,'votedebug');

    				ExitingPlayerIndex = i;

    				if (bMapVote && MVRI[ExitingPlayerIndex].MapVote>-1 && MVRI[ExitingPlayerIndex].GameVote>-1)
    				{
    					for (x=0; x<MapVoteCount.Length; x++)
    					{
    						if (MVRI[ExitingPlayerIndex].MapVote==MapVoteCount[x].MapIndex &&
    							MVRI[ExitingPlayerIndex].GameVote==MapVoteCount[x].GameConfigIndex)
    						{
    							MapVoteCount[x].VoteCount -= MVRI[ExitingPlayerIndex].VoteCount;
    							UpdateVoteCount(MapVoteCount[x].MapIndex, MapVoteCount[x].GameConfigIndex, MapVoteCount[x].VoteCount);
    							break;
    						}
    					}
    				}

    				if (bKickVote)
    				{
    					// clear votes for exiting player
    					UpdateKickVoteCount(MVRI[ExitingPlayerIndex].PlayerID, 0);

    					// decrease votecount for player that the exiting player voted against
    					if (MVRI[ExitingPlayerIndex].KickVote>-1 && MVRI[MVRI[ExitingPlayerIndex].KickVote]!=none)
    						UpdateKickVoteCount(MVRI[MVRI[ExitingPlayerIndex].KickVote].PlayerID, -1);
    				}

    				if (bAdminVote)
    				{
    					// clear votes for exiting player
    					UpdateAdminVoteCount(MVRI[ExitingPlayerIndex].PlayerID, 0);

    					// decrease votecount for player that the exiting player voted against
    					if (MVRI[ExitingPlayerIndex].AdminVote>-1 && MVRI[MVRI[ExitingPlayerIndex].AdminVote]!=none)
    						UpdateAdminVoteCount(MVRI[MVRI[ExitingPlayerIndex].AdminVote].PlayerID, -1);
    				}

                    if (bTeamDamageVote)
                    {
    					// clear votes of exiting player

                        if (MVRI[ExitingPlayerIndex].TeamDamageVote==0)
                            UpdateTeamDamageVoteCount(0, -1);       // undo no vote
                        else if (MVRI[ExitingPlayerIndex].TeamDamageVote==1)
                            UpdateTeamDamageVoteCount(-1, 0);       // undo yes vote
                    }

                    if (bTournamentVote)
                    {
    					// clear votes of exiting player

                        if (MVRI[ExitingPlayerIndex].TournamentVote==0)
                            UpdateTournamentVoteCount(0, -1);       // undo no vote
                        else if (MVRI[ExitingPlayerIndex].TournamentVote==1)
                            UpdateTournamentVoteCount(-1, 0);       // undo yes vote
                    }
    			}

                // clear other players votes for the exiting player

    			if (bKickVote && ExitingPlayerIndex>-1 && MVRI[i]!=none && MVRI[i].KickVote==ExitingPlayerIndex)
    				MVRI[i].KickVote = -1;

    			if (bAdminVote && ExitingPlayerIndex>-1 && MVRI[i]!=none && MVRI[i].AdminVote==ExitingPlayerIndex)
    				MVRI[i].AdminVote = -1;

                // destroy voting replication info for exiting player

    			if (MVRI[i]!=none && (MVRI[i].PlayerOwner==none || MVRI[i].PlayerOwner==Exiting))
    			{
    				//log("___Destroying VRI...",'votedebug');
    				MVRI[i].Destroy();
    				MVRI[i] = none;

    				if (bKickVote)
    					TallyKickVotes();

    				if (bAdminVote)
    					TallyAdminVotes();

                    if (bTeamDamageVote)
                        TallyTeamDamageVotes();

                    if (bTournamentVote)
                        TallyTournamentVotes();

    				if (bMapVote)
    					TallyMapVotes(false);
    			}
    		}
    	}
    }
    //------------------------------------------------------------------------------------------------
    function AddVoteReplicationInfo(PlayerController Player)
    {
    	local VotingReplicationInfo M;

        // glenn: test

        if (Level.NetMode == NM_Client)
        {
            log("**** tried to add vote replication info on client ****");
    		return;
        }

    	//log("___Spawning VotingReplicationInfo",'votedebug');
    	M = Spawn(class'VotingReplicationInfo',Player,,Player.Location);
    	if(M == None)
    	{
    		Log("___Failed to spawn VotingReplicationInfo",'voting');
    		return;
    	}
    //	else
    //	    log("*** successful add vote replication info ***");

    	M.PlayerID = Player.PlayerReplicationInfo.PlayerID;
    	MVRI[MVRI.Length] = M;
    }
    //================================================================================================
    //                                    Map Voting
    //================================================================================================

    private function LoadMapListInternal()
    {
        local int i, index;
        local array<string> levelList;

        class'Gameplay.Utility'.static.smartRefresh();
        class'Gameplay.Utility'.static.getLevelList(levelList);

        MapList.length = 0;

        for (i=0; i<levelList.length; i++)
        {
            index = MapList.length;
            MapList.length = MapList.length + 1;

            MapList[index].MapName = levelList[i];
            MapList[index].PlayCount = 0;
            MapList[index].Sequence = 0;        // ?
            MapList[index].bEnabled = true;     // i guess this is how they enable/disable maps per gametype

            //log(MapList[index].MapName, 'voting');
        }

        /*
        struct MapVoteMapList
        {
    	    var string MapName;
    	    var int PlayCount;
    	    var int Sequence;
    	    var bool bEnabled;
        };
        */
    }

    private function LoadGameTypesInternal()
    {
        // GameConfig

        local int i, index;
        local array<Gameplay.Utility.GameData> gameTypes;

        class'Gameplay.Utility'.static.smartRefresh();
        class'Gameplay.Utility'.static.getGameTypeList(gameTypes);

        GameConfig.length = 0;

        for (i=0; i<gameTypes.length; i++)
        {
            index = GameConfig.length;
            GameConfig.length = GameConfig.length + 1;

            GameConfig[index].GameClass = gameTypes[i].className;
            GameConfig[index].Prefix = gameTypes[i].name;
            GameConfig[index].Acronym = gameTypes[i].name;              // in our system always the same as prefix
            GameConfig[index].GameName = gameTypes[i].name;             // todo: descriptive name "Capture the Fag" etc.
            GameConfig[index].Mutators = "";                            // mutators?
            GameConfig[index].Options = "";                             // options?

            //log(GameConfig[index].GameClass, 'voting');
        }

        /*
        struct MapVoteGameConfig
        {
    	    var string GameClass; // code class of game type. XGame.xDeathMatch
    	    var string Prefix;    // MapName Prefix. DM, CTF, BR etc.
    	    var string Acronym;   // Game Acronym (appended to map names in messages to help identify game type for map)
    	    var string GameName;  // Name or Title of the game type. "DeathMatch", "Capture The Flag"
    	    var string Mutators;  // Mutators to load with this gametype. "XGame.MutInstaGib,UnrealGame.MutBigHead,UnrealGame.MutLowGrav"
    	    var string Options;   // Game Options
        };
        */
    }

    function LoadMapList()
    {
    	local int i,EnabledMapCount;

        // VOTING TODO - map vote history

        /*
    	MapVoteHistoryClass = class<MapVoteHistory>(DynamicLoadObject(MapVoteHistoryType, class'Class'));
    	History = new(None,"MapVoteHistory"$string(ServerNumber)) MapVoteHistoryClass;
    	if(History == None) // Failed to spawn MapVoteHistory
    		History = new(None,"MapVoteHistory"$string(ServerNumber)) class'MapVoteHistory_INI';
    	*/

        // load game type list

    	//log("GameTypes:", 'voting');

        LoadGameTypesInternal();

        // load map list

        //log("Maps:", 'voting');

    	LoadMapListInternal();

        MapCount = MapList.length;

    	//log(MapCount $ " maps loaded.",'voting');

        // VOTING TODO - map history

    	//History.Save();

        // VOTING TODO - what is elimination mode?

    	if(bEliminationMode)
    	{
    		// Count the Remaining Enabled maps
    		EnabledMapCount = 0;
    		for(i=0;i<MapCount;i++)
    		{
    			if(MapList[i].bEnabled)
    				EnabledMapCount++;
    		}
    		if(EnabledMapCount < MinMapCount || EnabledMapCount == 0)
    		{
    			log("Elimination Mode Reset/Reload.",'voting');
    			RepeatLimit = 0;
    			MapList.Length = 0;
    			MapCount = 0;
    			SaveConfig();

    			LoadMapListInternal();
    		}
    	}
    }
    //------------------------------------------------------------------------------------------------

    // not required: our Gameplay.Utility class does this for us already

    /*
    function AddMap(string MapName, string Mutators, string GameOptions) // called from the MapListLoader
    {
        // VOTING TODO - map history info

    	//local MapHistoryInfo MapInfo;
    	//local bool bUpdate;
    	local int i;

    	for(i=0; i < MapList.Length; i++)  // dont add duplicate map names
    		if(MapName ~= MapList[i].MapName)
    			return;

    	//MapInfo = History.GetMapHistory(MapName);

    	MapList.Length = MapCount + 1;
    	MapList[MapCount].MapName = MapName;
    	MapList[MapCount].PlayCount = MapInfo.P;
    	MapList[MapCount].Sequence = MapInfo.S;
    	if(MapInfo.S <= RepeatLimit && MapInfo.S != 0)
    		MapList[MapCount].bEnabled = false; // dont allow players to vote for this one
    	else
    		MapList[MapCount].bEnabled = true;
    	MapCount++;

        // VOTING TODO - mutators from map info

    	if(Mutators != "" && Mutators != MapInfo.U)
    	{
    		MapInfo.U = Mutators;
    		bUpdate = True;
    	}

    	// VOTING TODO - game options from map info

    	if(GameOptions != "" && GameOptions != MapInfo.G)
    	{
    		MapInfo.G = GameOptions;
    		bUpdate = True;
    	}

    	if(MapInfo.M == "") // if map not found in MapVoteHistory then add it
    	{
    		MapInfo.M = MapName;
    		bUpdate = True;
    	}

    	if(bUpdate)
    		History.AddMap(MapInfo);
    }
    */

    //------------------------------------------------------------------------------------------------
    function int GetMVRIIndex(PlayerController Player)
    {
    	local int i;

    	for(i=0;i < MVRI.Length;i++)
    		if(MVRI[i] != None && MVRI[i].PlayerOwner == Player)
    			return i;
    	return -1;
    }
    //------------------------------------------------------------------------------------------------
    function SubmitMapVote(int MapIndex, int GameIndex, Actor Voter)
    {
    	local int Index, VoteCount, PrevMapVote, PrevGameVote;
    	//local MapHistoryInfo MapInfo;

        log("TribesVotingHandler.SubmitMapVote: mapIndex="$Mapindex$", gameIndex="$GameIndex$", voter="$voter, 'voting');

    	if(bLevelSwitchPending)
    	{
    	    log("level switch pending", 'voting');
    		return;
        }

    	Index = GetMVRIIndex(PlayerController(Voter));

    	if (PlayerController(Voter).PlayerReplicationInfo.bAdmin)
    	{
    	    log("voter is an admin", 'voting');

    		TextMessage = lmsgAdminMapChange;
    		TextMessage = Repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")");
    		Level.Game.Broadcast(self,TextMessage);

    		log("Admin has forced map switch to " $ MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")",'voting');

    		CloseAllVoteWindows();

    		bLevelSwitchPending = true;

            // VOTING TODO - map info history play map

            /*
    		MapInfo = History.PlayMap(MapList[MapIndex].MapName);

    		ServerTravelString = SetupGameMap(MapList[MapIndex], GameIndex, MapInfo);
    		log("ServerTravelString = " $ ServerTravelString ,'votedebug');
    		*/

    		ServerTravelString = SetupGameMap(MapList[MapIndex], GameIndex);

    		Level.ServerTravel(ServerTravelString, false);    // change the map

    		settimer(1,true);
    		return;
    	}

    	if (PlayerController(Voter).PlayerReplicationInfo.bOnlySpectator)
    	{
    		log("ignoring spectator vote", 'voting');
    		PlayerController(Voter).ClientMessage(lmsgSpectatorsCantVote);
    		return;
    	}

    	// reject invalid map votes

    	if (MapIndex<0 || MapIndex>=MapCount)
    	{
    	    log("rejecting vote for invalid map index", 'voting');
    	    return;
    	}

    	if (GameIndex<0 || GameIndex>=GameConfig.Length)
    	{
    	    log("rejecting vote for invalid game type index", 'voting');
    	    return;
    	}

    	if (MVRI[Index].GameVote==GameIndex && MVRI[Index].MapVote==MapIndex)
    	{
    	    log("rejecting duplicate vote for same map and game type", 'voting');
    		return;
        }

        /*
    	// check for invalid map, invalid gametype, player isnt revoting same as previous vote, and map choosen isnt disabled
    	if(MapIndex < 0 ||
    		MapIndex >= MapCount ||
    		GameIndex >= GameConfig.Length ||
    		(MVRI[Index].GameVote == GameIndex && MVRI[Index].MapVote == MapIndex) ||
    		!MapList[MapIndex].bEnabled)
    		return;
    		*/

    	log("___" $ Index $ " - " $ PlayerController(Voter).PlayerReplicationInfo.PlayerName $ " voted for " $ MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")",'voting');

    	PrevMapVote = MVRI[Index].MapVote;
    	PrevGameVote = MVRI[Index].GameVote;
    	MVRI[Index].MapVote = MapIndex;
    	MVRI[Index].GameVote = GameIndex;

    	if(bAccumulationMode)
    	{
    	    log("bAccumulationMode=true", 'voting');

    		if(bScoreMode)
    		{
    		    log("bScoreMode=true", 'voting');

    			VoteCount = GetAccVote(PlayerController(Voter)) + int(GetPlayerScore(PlayerController(Voter)));
    			TextMessage = lmsgMapVotedForWithCount;
    			TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName );
    			TextMessage = repl(TextMessage, "%votecount%", string(VoteCount) );
    			TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" );
    			Level.Game.Broadcast(self,TextMessage);
    		}
    		else
    		{
    		    log("bScoreMode=false", 'voting');

    			VoteCount = GetAccVote(PlayerController(Voter)) + 1;
    			TextMessage = lmsgMapVotedForWithCount;
    			TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName );
    			TextMessage = repl(TextMessage, "%votecount%", string(VoteCount) );
    			TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" );
    			Level.Game.Broadcast(self,TextMessage);
    		}
    	}
    	else
    	{
    	    log("bAccumulationMode=false", 'voting');

    		if(bScoreMode)
    		{
    		    log("bScoreMode=true", 'voting');

    			VoteCount = int(GetPlayerScore(PlayerController(Voter)));
    			TextMessage = lmsgMapVotedForWithCount;
    			TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName );
    			TextMessage = repl(TextMessage, "%votecount%", string(VoteCount) );
    			TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" );
    			Level.Game.Broadcast(self,TextMessage);
    		}
    		else
    		{
    		    log("bScoreMode=false", 'voting');

    			VoteCount =  1;
    			TextMessage = lmsgMapVotedFor;
    			TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName );
    			TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" );
    			Level.Game.Broadcast(self,TextMessage);
    		}
    	}

    	UpdateVoteCount(MapIndex, GameIndex, VoteCount);

    	if (PrevMapVote>-1 && PrevGameVote>-1)
    	{
    	    log("undo previous vote for player: "$voter);
    		UpdateVoteCount(PrevMapVote, PrevGameVote, -MVRI[Index].VoteCount);
        }

    	MVRI[Index].VoteCount = VoteCount;

    	TallyMapVotes(false);
    }
    //------------------------------------------------------------------------------------------------
    function UpdateVoteCount(int MapIndex, int GameIndex, int VoteCount)
    {
    	local int x,i;
    	local bool bFound;
    	local MapVoteScore MVCData;

    	// search for matching record
    	for( x=0; x<MapVoteCount.Length; x++ )
    	{
    		if( MapVoteCount[x].GameConfigIndex == GameIndex &&
    		    MapVoteCount[x].MapIndex == MapIndex)
    		{
    			MapVoteCount[x].VoteCount += VoteCount;
    			MVCData = MapVoteCount[x];
    			if(MapVoteCount[x].VoteCount <= 0)
    				MapVoteCount.Remove( x, 1);
    			bFound = true;

    			log("found existing vote record: mapIndex="$MapIndex$", GameIndex="$gameIndex$", voteCount="$voteCount, 'voting');

    			break;
    		}
    	}

    	if( !bFound && VoteCount > 0) // add new if not found
    	{
    	    log("adding new vote record: mapIndex="$MapIndex$", GameIndex="$gameIndex$", voteCount="$voteCount, 'voting');

    		x = MapVoteCount.Length;
    		MapVoteCount.Insert(x,1);
    		MapVoteCount[x].GameConfigIndex = GameIndex;
    		MapVoteCount[x].MapIndex = MapIndex;
    		MapVoteCount[x].VoteCount = VoteCount;
    		MVCData = MapVoteCount[x];
    	}

    	// send update to all players
    	for( i=0; i<MVRI.Length; i++ )
    	{
    	    log("sending vote update to "$MVRI[i].PlayerOwner, 'voting');

    		if( MVRI[i] != none && MVRI[i].PlayerOwner != none )
    			MVRI[i].ReceiveMapVoteCount(MVCData, False);
    	}
    }
    //------------------------------------------------------------------------------------------------
    function TallyMapVotes(bool bForceMapSwitch)
    {
    	local int        index,x,y,topmap,r,mapidx,gameidx;
    	local array<int> VoteCount;
    	local array<int> Ranking;
    	local int        PlayersThatVoted;
    	local int        TieCount;
    	local string     CurrentMap;
    	local int        Votes;
    	//local MapHistoryInfo MapInfo;         // VOTING TODO - map history info

        //log("TallyMapVotes: bForceMapSwitch="$bForceMapSwitch, 'voting');

    	if(bLevelSwitchPending)
    	{
    	    log("level switch pending", 'voting');
    		return;
        }

    	// MJ:  Only allow map change vote if the game has entered GamePhase; this prevents an exploit when the map changes
    	// where someone can vote a map change before everyone else reconnects
    	if (MultiplayerGameInfo(Level.Game) != None && !MultiplayerGameInfo(Level.Game).allowMapVote())
    		return;

    	PlayersThatVoted = 0;
    	VoteCount.Length = GameConfig.Length * MapCount;
    	// note: VoteCount array is a 2 dimension array VoteCount[GameConfigIndex, MapIndex]
    	//       Maps ->
    	//       0 1 2 3 4 5 6 7 8
    	// G     - - - - - - - - -
    	// a  0 |0 0 0 0 0 0 0 2 0
    	// m  1 |0 0 0 2 0 0 0 0 0
    	// e  2 |0 6 0 0 0 5 0 0 0
    	// s  3 |0 0 0 3 0 0 0 0 0

    	for (x=0; x<MVRI.Length; x++) // for each player
    	{
    		if (MVRI[x]!=none && MVRI[x].MapVote>-1 && MVRI[x].GameVote>-1) // if this player has voted
    		{
    			PlayersThatVoted++;

    			if(bScoreMode)
    			{
    				if(bAccumulationMode)
    					Votes = GetAccVote(MVRI[x].PlayerOwner) + int(GetPlayerScore(MVRI[x].PlayerOwner));
    				else
    					Votes = int(GetPlayerScore(MVRI[x].PlayerOwner));
    			}
    			else
    			{  // Not Score Mode == Majority (one vote per player)
    				if(bAccumulationMode)
    					Votes = GetAccVote(MVRI[x].PlayerOwner) + 1;
    				else
    					Votes = 1;
    			}
    			VoteCount[MVRI[x].GameVote * MapCount + MVRI[x].MapVote] = VoteCount[MVRI[x].GameVote * MapCount + MVRI[x].MapVote] + Votes;

    			if(!bScoreMode)
    			{
    				// If more then half the players voted for the same map as this player then force a winner
    				if(Level.Game.NumPlayers > 2 && float(VoteCount[MVRI[x].GameVote * MapCount + MVRI[x].MapVote]) / float(Level.Game.NumPlayers) > 0.5 && Level.Game.bGameEnded)
    					bForceMapSwitch = true;
    			}
    		}
    	}

    	//log("___Voted - " $ PlayersThatVoted,'votedebug');

    	if (!Level.Game.bGameEnded && !bMidGameVote && (float(PlayersThatVoted) / float(Level.Game.NumPlayers)) * 100 >= MidGameVotePercent)
    	{
    	    log("*** starting mid game vote ***", 'voting');

    		Level.Game.Broadcast(self,lmsgMidGameVote);

    		bMidGameVote = true;

    		// Start voting count-down timer
    		TimeLeft = VoteTimeLimit;
    		ScoreBoardTime = 1;
    		settimer(1,true);
    	}

    	index = 0;

    	for(x=0;x < VoteCount.Length;x++) // for each map
    	{
    		if(VoteCount[x] > 0)
    		{
    			Ranking.Insert(index,1);
    			Ranking[index++] = x; // copy all vote indexes to the ranking list if someone has voted for it.
    		}
    	}

    	if(PlayersThatVoted > 1)
    	{
    		// bubble sort ranking list by vote count
    		for(x=0; x<index-1; x++)
    		{
    			for(y=x+1; y<index; y++)
    			{
    				if(VoteCount[Ranking[x]] < VoteCount[Ranking[y]])
    				{
    				topmap = Ranking[x];
    				Ranking[x] = Ranking[y];
    				Ranking[y] = topmap;
    				}
    			}
    		}
    	}
    	else
    	{
    		if(PlayersThatVoted == 0)
    		{
    			GetDefaultMap(mapidx, gameidx);
    			topmap = gameidx * MapCount + mapidx;
    		}
    		else
    			topmap = Ranking[0];  // only one player voted
    	}

    	//Check for a tie
    	if(PlayersThatVoted > 1) // need more than one player vote for a tie
    	{
    		if(index > 1 && VoteCount[Ranking[0]] == VoteCount[Ranking[1]] && VoteCount[Ranking[0]] != 0)
    		{
    		    log("tie break", 'voting');

    			TieCount = 1;
    			for(x=1; x<index; x++)
    			{
    				if(VoteCount[Ranking[0]] == VoteCount[Ranking[x]])
    				TieCount++;
    			}
    			//reminder ---> int Rand( int Max ); Returns a random number from 0 to Max-1.
    			topmap = Ranking[Rand(TieCount)];

    			// Don't allow same map to be choosen
    			CurrentMap = GetURLMap();

    			r = 0;
    			while(MapList[topmap - (topmap/MapCount) * MapCount].MapName ~= CurrentMap)
    			{
    				topmap = Ranking[Rand(TieCount)];
    				if(r++>100)
    					break;  // just incase
    			}
    		}
    		else
    		{
    			topmap = Ranking[0];
    		}
    	}

    	// if everyone has voted go ahead and change map
    	if(bForceMapSwitch || (Level.Game.NumPlayers == PlayersThatVoted && Level.Game.NumPlayers > 0) )
    	{
    	    log("everybody has voted, changing map", 'voting');

    		if(MapList[topmap - topmap/MapCount * MapCount].MapName == "")
    			return;

    		TextMessage = lmsgMapWon;
    		TextMessage = repl(TextMessage,"%mapname%",MapList[topmap - topmap/MapCount * MapCount].MapName $ "(" $ GameConfig[topmap/MapCount].Acronym $ ")");
    		Level.Game.Broadcast(self,TextMessage);

    		CloseAllVoteWindows();

            // VOTING TODO - history and map info (PlayMap via history req?)

            /*
    		MapInfo = History.PlayMap(MapList[topmap - topmap/MapCount * MapCount].MapName);

    		ServerTravelString = SetupGameMap(MapList[topmap - topmap/MapCount * MapCount], topmap/MapCount, MapInfo);
    		log("ServerTravelString = " $ ServerTravelString ,'votedebug');

    		History.Save();
    		*/

    		ServerTravelString = SetupGameMap(MapList[topmap - topmap/MapCount * MapCount], topmap/MapCount);

    		if(bEliminationMode)
    			RepeatLimit++;

    		if(bAccumulationMode)
    			SaveAccVotes(topmap - topmap/MapCount * MapCount, topmap/MapCount);

    		//if(bEliminationMode || bAccumulationMode)
    		CurrentGameConfig = topmap/MapCount;
    		SaveConfig();

    		bLevelSwitchPending = true;
    		settimer(Level.TimeDilation,true);  // timer() will monitor the server-travel and detect a failure

            log("server travel: "$ServerTravelString, 'voting');

    		Level.ServerTravel(ServerTravelString, false);    // change the map
    	}
    }
    //------------------------------------------------------------------------------------------------
    event timer()
    {
    	//local int mapidx,gameidx;
    	local int i;
    	//local MapHistoryInfo MapInfo;

    	if (bLevelSwitchPending)
    	{
    		if( Level.NextURL == "" )
    		{
    			if(Level.NextSwitchCountdown < 0)  // if negative then level switch failed
    			{
    			    log("change map failed!", 'voting');

    			    /*
    				Log("___Map change Failed, bad or missing map file.",'voting');
    				GetDefaultMap(mapidx, gameidx);
    				MapInfo = History.PlayMap(MapList[mapidx].MapName);
    				ServerTravelString = SetupGameMap(MapList[mapidx], gameidx, MapInfo);
    				log("ServerTravelString = " $ ServerTravelString ,'votedebug');
    				History.Save();
    				Level.ServerTravel(ServerTravelString, false);    // change the map
    				*/
    			}
    		}
    		return;
    	}

    	if(ScoreBoardTime > -1)
    	{
    		if (ScoreBoardTime==0)
    		{
    		    // VOTING TODO - open vote windows

                //log("open all voting windows");

    			OpenAllVoteWindows();
    	    }
    		ScoreBoardTime--;
    		return;
    	}
    	TimeLeft--;

    	if (TimeLeft == 60 || TimeLeft == 30 || TimeLeft == 20 || TimeLeft<10)
    	{
    	    //Level.Game.Broadcast(self, TimeLeft$" seconds left in map vote", 'voting');

    		for( i=0; i<MVRI.Length; i++)
    			if(MVRI[i] != none && MVRI[i].PlayerOwner != none )
    				MVRI[i].PlayCountDown(TimeLeft);
    	}

    	if (TimeLeft==0)
    	{
    	    //Level.Game.Broadcast(self, "map vote has ended", 'voting');

    		TallyMapVotes(true);   // if no-one has voted a random map will be choosen

    		// todo: tally other votes too!
    	}
    }
    //------------------------------------------------------------------------------------------------
    function CloseAllVoteWindows()
    {
    	local int i;

        log("close all vote windows", 'voting');

    	for(i=0; i < MVRI.Length;i++)
    	{
    		if(MVRI[i] != none)
    		{
    			//log("___Closing window " $ i,'votedebug');
    			MVRI[i].CloseWindow();
    		}
    	}
    }
    //------------------------------------------------------------------------------------------------
    function OpenAllVoteWindows()
    {
    	local int i;

        log("open all vote windows");

    	for(i=0; i < MVRI.Length;i++)
    	{
    		if(MVRI[i] != none)
    		{
    			//log("Opening window " $ i,'votedebug');
    			MVRI[i].OpenWindow();
    		}
    	}
    }
    //------------------------------------------------------------------------------------------------
    function string SetupGameMap(MapVoteMapList MapInfo, int GameIndex)//, MapHistoryInfo MapHistoryInfo)
    {
    	local string ReturnString;
    	local string MutatorString;
    	local string OptionString;

        /*
    	// Add Per-GameType Mutators
    	if(GameConfig[GameIndex].Mutators != "")
    		MutatorString = MutatorString $ GameConfig[GameIndex].Mutators;
    		*/

        /*
    	// Add Per-Map Mutators
    	if(MapHistoryInfo.U != "")
    		MutatorString = MutatorString $ "," $ MapHistoryInfo.U;
    		*/

    	// Add Per-GameType Game Options
    	if(GameConfig[GameIndex].Options != "")
    		OptionString = OptionString $ Repl(Repl(GameConfig[GameIndex].Options,",","?")," ","");

        /*
    	// Add Per-Map Game Options
    	if(MapHistoryInfo.G != "")
    		OptionString = OptionString $ "?" $ MapHistoryInfo.G;
    		*/

    	// create URL
    	ReturnString = MapInfo.MapName;
    	ReturnString = ReturnString $ "?Game=" $ GameConfig[GameIndex].GameClass;

    	if(MutatorString != "")
    		ReturnString = ReturnString $ "?Mutator=" $ MutatorString;

    	if(OptionString != "")
    		ReturnString = ReturnString $ "?" $ OptionString;

    	return ReturnString;
    }
    //------------------------------------------------------------------------------------------------
    function bool HandleRestartGame()
    {
    	local int i;
    	// Called by GameInfo.RestartGame at End Of Game
    	// Return False to prevent traveling to next map
        log("____HandleRestartGame", 'votedebug');

    	// disable voting in single player mode
        if( Level.NetMode == NM_StandAlone )
    		return true;

    	if( bMatchSetup ) // check if any match setup in progress
    	{
    		for( i=0; i<MVRI.Length; i++)
    			if( MVRI[i] != none && MVRI[i].bMatchSetupPermitted )
    				return false; // don't contine to next map
    	}

    	if(bMapVote && bAutoOpen)
    	{
    	    // VOTING TODO - code below seems redundant in our game

    	    /*
    		//check if the game is an assault mod for UT2k3Assault
    		if(string(Level.Game.Class) ~= "RoARAssault.xAssault")
    			if(int(Level.Game.GameReplicationInfo.GetPropertyText("Part")) != 2)
    				return true;

    		// Start voting count-down timer
    		TimeLeft = VoteTimeLimit;
    		ScoreBoardTime = ScoreBoardDelay;
    		settimer(1,true);
      		return false;
    		*/
    	}
    	return true;
    }
    //------------------------------------------------------------------------------------------------
    function MapVoteMapList GetMapList(int p_MapIndex)
    {
    	return MapList[p_MapIndex];
    }
    //------------------------------------------------------------------------------------------------
    function MapVoteGameConfigLite GetGameConfig(int p_GameConfigIndex)
    {
    	local MapVoteGameConfigLite GameConfigItem;

    	GameConfigItem.GameClass = GameConfig[p_GameConfigIndex].GameClass;
    	GameConfigItem.Prefix = GameConfig[p_GameConfigIndex].Prefix;
    	GameConfigItem.GameName = GameConfig[p_GameConfigIndex].GameName;

    	return GameConfigItem;
    }
    //------------------------------------------------------------------------------------------------
    function float GetPlayerScore(PlayerController Player)
    {
    	local float PlayerScore;

    	if( !Level.Game.bGameEnded )
    		PlayerScore = 1;
    	else
    		PlayerScore = Player.PlayerReplicationInfo.Score;

    	if(PlayerScore < 1)
    		PlayerScore = 1;

    	return PlayerScore;
    }
    //------------------------------------------------------------------------------------------------
    function int GetAccVote(PlayerController Player)
    {
    	local int x,PlayerAccVotes;
    	local string PlayerName;

    	PlayerName = Player.PlayerReplicationInfo.PlayerName;

    	if(PlayerName == "")
    		return(0);

    	if(AccInfo.Length > 0)
    	{
    		// Find the players name in the saved accumulated votes
    		for(x=0;x<AccInfo.Length;x++)
    		{
    			if(AccInfo[x].Name == PlayerName)
    			{
    				PlayerAccVotes = AccInfo[x].VoteCount;
    				break;
    			}
    		}
    	}
    	else
    		PlayerAccVotes = 0;
    	return(PlayerAccVotes);
    }
    //------------------------------------------------------------------------------------------------
    function SaveAccVotes(int WinningMapIndex, int WinningGameIndex)
    {
    	local Controller C;
    	local PlayerController P;
    	local int x, Index;
    	local bool bFound;

    	if(AccInfo.Length > 0)
    	{
    		for(x=0;x<AccInfo.Length;x++)
    		{
    			if(AccInfo[x].Name != "")
    			{
    				bFound = false;
    				for(C=Level.ControllerList;C!=None;C=C.NextController)
    				{
    					P = PlayerController(C);
    					if(C.bIsPlayer && P != None && AccInfo[x].Name == P.PlayerReplicationInfo.PlayerName)
    					{
    						Index = GetMVRIIndex(P);
    						if(MVRI[Index] != None && MVRI[Index].MapVote != WinningMapIndex && MVRI[Index].GameVote != WinningGameIndex)
    						{
    							bFound = true;
    							if(bScoreMode)
    								AccInfo[x].VoteCount = AccInfo[x].VoteCount + int(GetPlayerScore(P));
    							else
    								AccInfo[x].VoteCount++;
    						}
    						break;
    					}
    				}
    				if(!bFound)  // If this player is not here anymore remove or voted for winning map then remove
    				{
    					AccInfo[x].Name = "";
    					AccInfo[x].VoteCount = 0;
    				}
    			}
    		}

    		// Remove blank entries
    		for(x=AccInfo.Length-1;x>=0;x--)
    		{
    			if(AccInfo[x].Name == "")
    			{
    				//log("Removeing " $ AccInfo[x].Name);
    				AccInfo.Remove(x,1);
    			}
    		}
    	}

    	// Add players who have not voted
    	for(C=Level.ControllerList;C!=None;C=C.NextController)
    	{
    		P = PlayerController(C);
    		if(C.bIsPlayer && P != None)
    		{
    			bFound = false;
    			if(AccInfo.Length > 0)
    			{
    				for(x=0;x<AccInfo.Length;x++)
    				{
    					if(AccInfo[x].Name == P.PlayerReplicationInfo.PlayerName)
    					{
    						bFound = true;
    						break;
    					}
    				}
    			}
    			Index = GetMVRIIndex(P);
    			if(!bFound && MVRI[Index].MapVote != WinningMapIndex && MVRI[Index].GameVote != WinningGameIndex)
    			{
    				// Not found, so add it
    				AccInfo.Insert(AccInfo.Length,1);
    				AccInfo[AccInfo.Length - 1].Name = P.PlayerReplicationInfo.PlayerName;
    				if(bScoreMode)
    					AccInfo[AccInfo.Length - 1].VoteCount = int(GetPlayerScore(P));
    				else
    					AccInfo[AccInfo.Length - 1].VoteCount = 1;
    			}
    		}
    	}
    }
    //------------------------------------------------------------------------------------------------
    function GetDefaultMap(out int mapidx, out int gameidx)
    {
        // VOTING TODO - this whole function is probably quite incorrect for our map/gametype setup!

    	local int i,x,y,r,p,GCIdx;
    	local array<string> PrefixList;
    	local bool bLoop;

    	if(MapCount <= 0)
    		return;

    	// set the default gametype
    	if(bDefaultToCurrentGameType)
    		GCIdx = CurrentGameConfig;
    	else
    		GCIdx = DefaultGameConfig;

    	// Parse Prefix list for default game type
    	PrefixList.Length = 0;
    	p = Split(GameConfig[GCIdx].Prefix, ",", PrefixList);
    	if(PrefixList.Length == 0)
    	{
    		gameidx = GCIdx;
    		mapidx = 0;
    		return;
    	}

    	// choose a map at random, check if it is enabled and the prefix is in the prefix list
    	r=0;
    	bLoop = True;
    	while(bLoop)
    	{
    		i = Rand(MapCount);
    		if( MapList[i].bEnabled )
    		{
    			for(x=0; x < PrefixList.Length; x++)
    			{
    				if( left(MapList[i].MapName, len(PrefixList[x])) ~= PrefixList[x] )
    				{
    					bLoop = false;
    					break;
    				}
    			}
    		}

    		if(bLoop && r++ > 100)
    		{
    			// give up after 100 unsuccessful attempts.
    			// find the first map that matches up to default gametype
                for(i=0;i<MapCount;i++)
    			{
    				if( MapList[i].bEnabled )
    				{
    					for(x=0; x < PrefixList.Length; x++)
    					{
    						if( left(MapList[i].MapName, len(PrefixList[x])) ~= PrefixList[x] )
    						{
    							// ding ding ding, found one
    							bLoop = false;
    							break;
    						}
    					}
    				}
    			}

    			if(bLoop) // still didnt find any, then find the first enabled map and find its gameconfig
    			{
    				for(i=0;i<MapCount;i++)
    				{
    					if( MapList[i].bEnabled )
    					{
    						// find prefix in GameConfigs
    						for(y=0;y<GameConfig.Length;y++)
    						{
    							// Parse Prefix list for game type
    							PrefixList.Length = 0;
    							p = Split(GameConfig[y].Prefix, ",", PrefixList);
    							if(PrefixList.Length > 0)
    							{
    								for(x=0; x < PrefixList.Length; x++)
    								{
    									if( left(MapList[i].MapName, len(PrefixList[x])) ~= PrefixList[x] )
    									{
    										// ding ding ding, found one
    										GCIdx = y;
    										bLoop = false;
    										break;
    									}
    								}
    							}
    							if(!bLoop)
    								break;
    						}
    						break;
    					}
    				}
    			}
    			break;
    		}
    	}
    	gameidx = GCIdx;
    	mapidx = i;
    	//log("Default Map Chosen = " $ MapList[mapidx].MapName $ "(" $ GameConfig[gameidx].Acronym $ ")",'votedebug');
    }
    //================================================================================================
    //                                    Kick Voting
    //================================================================================================
    function SubmitKickVote(int PlayerID, Actor Voter)
    {
    	local int VoterID, VictimID, i, PreviousVote;
    	local bool bFound;
    	local string PlayerName;

    	log("SubmitKickVote " $ PlayerID, 'votedebug');

    	if (bLevelSwitchPending || !bKickVote)
    		return;

    	VoterID = GetMVRIIndex(PlayerController(Voter));

    	// Find Player
    	bFound = false;
    	for(i=0;i < MVRI.Length;i++)
    	{
    		if(MVRI[i] != none && MVRI[i].PlayerOwner.PlayerReplicationInfo.PlayerID == PlayerID)
    		{
    			bFound = true;
    			VictimID = i;
    			PlayerName = MVRI[i].PlayerOwner.PlayerReplicationInfo.PlayerName;
    			break;
    		}
    	}
    	if(!bFound)
    		return;

    	if( MVRI[VoterID].KickVote == VictimID ) // if vote is for same player stop
    		return;

    	if( PlayerController(Voter).PlayerReplicationInfo.bAdmin )  // Administrator Vote
    	{
    		log("___Admin " $ PlayerController(Voter).PlayerReplicationInfo.PlayerName $ " kicked " $ PlayerName,'voting');
    		KickPlayer(VictimID);
    		return;
    	}

    	if( PlayerController(Voter).PlayerReplicationInfo.bOnlySpectator )
    	{
    		// Spectators cant vote

    		Level.Game.Broadcast(self,lmsgMidGameVote);

    		PlayerController(Voter).ClientMessage(lmsgSpectatorsCantVote);
    		return;
    	}

    	// cant kick admin
    	if(MVRI[VictimID].PlayerOwner.PlayerReplicationInfo.bAdmin || NetConnection(MVRI[VictimID].PlayerOwner.Player) == None)
    	{
    		TextMessage = lmsgKickVoteAdmin;
    		TextMessage = repl(TextMessage,"%playername%",PlayerController(Voter).PlayerReplicationInfo.PlayerName);
    		Level.Game.Broadcast(self,TextMessage);
    		return;
    	}

    	log("___" $ PlayerController(Voter).PlayerReplicationInfo.PlayerName $ " placed a kick vote against " $ PlayerName,'voting');
    	if (bAnonymousKicking)
    	{
    		TextMessage = lmsgAnonymousKickVote;
    		TextMessage = repl(TextMessage,"%playername%",PlayerName);
    		Level.Game.Broadcast(self,TextMessage);
    	}
    	else
    	{
    		TextMessage = lmsgKickVote;
    		TextMessage = repl(TextMessage,"%playername1%",PlayerController(Voter).PlayerReplicationInfo.PlayerName);
    		TextMessage = repl(TextMessage,"%playername2%",PlayerName);
    		Level.Game.Broadcast(self,TextMessage);
    	}
    	PreviousVote = MVRI[VoterID].KickVote;
    	MVRI[VoterID].KickVote = VictimID;

      	UpdateKickVoteCount(MVRI[VictimID].PlayerID, 1);
    	if( PreviousVote > -1 )
    		UpdateKickVoteCount(MVRI[PreviousVote].PlayerID, -1); // undo previous vote

    	TallyKickVotes();
    }
    //------------------------------------------------------------------------------------------------
    function UpdateKickVoteCount(int PlayerID, int VoteCountDelta)
    {
    	local int x,i;
    	local bool bFound;

    	if( PlayerID < 0 )
    		return;

    	// search for matching record
    	for( x=0; x<KickVoteCount.Length; x++ )
    	{
    		if( KickVoteCount[x].PlayerID == PlayerID)
    		{
    			if( VoteCountDelta == 0 )
    				KickVoteCount[x].KickVoteCount = 0;
    			else
    				KickVoteCount[x].KickVoteCount += VoteCountDelta;

    			if( KickVoteCount[x].KickVoteCount < 0 )
    			   KickVoteCount[x].KickVoteCount = 0;
    			bFound = true;
    			break;
    		}
    	}

    	if( !bFound && VoteCountDelta > 0) // add new if not found
    	{
    		x = KickVoteCount.Length;
    		KickVoteCount.Insert(x,1);
    		KickVoteCount[x].PlayerID = PlayerID;
    		KickVoteCount[x].KickVoteCount = 1;
    	}

    	// send update to all players
    	for( i=0; i<MVRI.Length; i++ )
    	{
    		if( MVRI[i] != none && MVRI[i].PlayerOwner != none && x < KickVoteCount.Length )
    			MVRI[i].ReceiveKickVoteCount(KickVoteCount[x], False);
    	}
    }
    //------------------------------------------------------------------------------------------------
    function TallyKickVotes()
    {
    	local int i,x,y,index,PlayersThatVoted,Lamer;
    	local array<int> VoteCount;
    	local array<int> Ranking;

    	VoteCount.Length = MVRI.Length;

    	// tally up the votes
    	for(i=0;i < MVRI.Length;i++)
    	{
    		if(MVRI[i] != None && MVRI[i].KickVote != -1) // if this player has voted
    		{
    			PlayersThatVoted++;
    			VoteCount[MVRI[i].KickVote]++; // increment the votecount for this player
    		}
    	}

    	index = 0;
    	for(i=0;i < VoteCount.Length;i++) // for each player
    	{
    		if(VoteCount[i] > 0)
    		{
    			Ranking.Insert(index,1);
    			Ranking[index++] = i;
    		}
    	}

    	if(PlayersThatVoted > 1)
    	{
    		// bubble sort ranking list by vote count
    		for(x=0; x<index-1; x++)
    		{
    			for(y=x+1; y<index; y++)
    			{
    				if(VoteCount[Ranking[x]] < VoteCount[Ranking[y]])
    				{
    				Lamer = Ranking[x];
    				Ranking[x] = Ranking[y];
    				Ranking[y] = Lamer;
    				}
    			}
    		}
    		Lamer = Ranking[0];
    	}

    	// if more than KickPercent of the players voted to kick this player then kick
    	// TODO: For TESTING only , remove
    	//if(Level.Game.NumPlayers > 2 && ((float(VoteCount[Lamer])/float(Level.Game.NumPlayers))*100 >= KickPercent))
    	if(((float(VoteCount[Lamer])/float(Level.Game.NumPlayers))*100 >= KickPercent))
    	{
    		KickPlayer(Lamer);
    		return;
    	}
    }
    //------------------------------------------------------------------------------------------------
    function KickPlayer(int PlayerIndex)
    {
    	local int i;

    	if( MVRI[PlayerIndex] == none || MVRI[PlayerIndex].PlayerOwner == none )
    		return;

    	TextMessage = "%playername% has been kicked.";
    	TextMessage = repl(TextMessage,"%playername%",MVRI[PlayerIndex].PlayerOwner.PlayerReplicationInfo.PlayerName);
    	Level.Game.Broadcast(self,TextMessage);

    	if(bKickVote)
    	{
    		// Reset votes
    		for(i=0;i < MVRI.Length;i++)
    		{
    			if(MVRI[i] != None && MVRI[i].KickVote != -1)
    				MVRI[i].KickVote = -1;
    		}
    	}

    	//close his/her voting window if open
    	if(MVRI[PlayerIndex] != None)
    		MVRI[PlayerIndex].CloseWindow();

    	log("___" $ MVRI[PlayerIndex].PlayerOwner.PlayerReplicationInfo.PlayerName $ " has been kicked.",'voting');
    	Level.Game.AccessControl.BanPlayer(MVRI[PlayerIndex].PlayerOwner, True); // session type ban
    }
    //================================================================================================
    //                                    Admin Voting
    //================================================================================================
    function SubmitAdminVote(int PlayerID, Actor Voter)
    {
    	local int VoterID, VictimID, i, PreviousVote;
    	local bool bFound;
    	local string PlayerName;

    	log("SubmitAdminVote " $ PlayerID, 'voting');

    	if(bLevelSwitchPending || !bAdminVote)
    		return;

    	VoterID = GetMVRIIndex(PlayerController(Voter));

    	// Find Player
    	bFound = false;
    	for(i=0;i < MVRI.Length;i++)
    	{
    		if(MVRI[i] != none && MVRI[i].PlayerOwner.PlayerReplicationInfo.PlayerID == PlayerID)
    		{
    			bFound = true;
    			VictimID = i;
    			PlayerName = MVRI[i].PlayerOwner.PlayerReplicationInfo.PlayerName;
    			break;
    		}
    	}
    	if(!bFound)
    		return;

    	if( MVRI[VoterID].AdminVote == VictimID ) // if vote is for same player stop
    		return;

    	if( PlayerController(Voter).PlayerReplicationInfo.bAdmin )  // Administrator Vote
    	{
    		log("___Admin " $ PlayerController(Voter).PlayerReplicationInfo.PlayerName $ " admined " $ PlayerName,'voting');
    		AdminPlayer(VictimID);
    		return;
    	}

    	if( PlayerController(Voter).PlayerReplicationInfo.bOnlySpectator )
    	{
    		// Spectators cant vote
    		PlayerController(Voter).ClientMessage(lmsgSpectatorsCantVote);
    		return;
    	}

    	// cant admin admin
    	if(MVRI[VictimID].PlayerOwner.PlayerReplicationInfo.bAdmin || NetConnection(MVRI[VictimID].PlayerOwner.Player) == None)
    	{
    		TextMessage = lmsgAdminVoteAdmin;
    		TextMessage = repl(TextMessage,"%playername%",PlayerController(Voter).PlayerReplicationInfo.PlayerName);
    		Level.Game.Broadcast(self,TextMessage);
    		return;
    	}

    	log("___" $ PlayerController(Voter).PlayerReplicationInfo.PlayerName $ " placed a admin vote against " $ PlayerName,'voting');
    	if(bAnonymousAdmining)
    	{
    		TextMessage = lmsgAnonymousAdminVote;
    		TextMessage = repl(TextMessage,"%playername%",PlayerName);
    		Level.Game.Broadcast(self,TextMessage);
    	}
    	else
    	{
    		TextMessage = lmsgAdminVote;
    		TextMessage = repl(TextMessage,"%playername1%",PlayerController(Voter).PlayerReplicationInfo.PlayerName);
    		TextMessage = repl(TextMessage,"%playername2%",PlayerName);
    		Level.Game.Broadcast(self,TextMessage);
    	}
    	PreviousVote = MVRI[VoterID].AdminVote;
    	MVRI[VoterID].AdminVote = VictimID;

      	UpdateAdminVoteCount(MVRI[VictimID].PlayerID, 1);
    	if( PreviousVote > -1 )
    		UpdateAdminVoteCount(MVRI[PreviousVote].PlayerID, -1); // undo previous vote

    	TallyAdminVotes();
    }
    //------------------------------------------------------------------------------------------------
    function UpdateAdminVoteCount(int PlayerID, int VoteCountDelta)
    {
    	local int x,i;
    	local bool bFound;

    	if( PlayerID < 0 )
    		return;

    	// search for matching record
    	for( x=0; x<AdminVoteCount.Length; x++ )
    	{
    		if( AdminVoteCount[x].PlayerID == PlayerID)
    		{
    			if( VoteCountDelta == 0 )
    				AdminVoteCount[x].AdminVoteCount = 0;
    			else
    				AdminVoteCount[x].AdminVoteCount += VoteCountDelta;

    			if( AdminVoteCount[x].AdminVoteCount < 0 )
    			   AdminVoteCount[x].AdminVoteCount = 0;
    			bFound = true;
    			break;
    		}
    	}

    	if( !bFound && VoteCountDelta > 0) // add new if not found
    	{
    		x = AdminVoteCount.Length;
    		AdminVoteCount.Insert(x,1);
    		AdminVoteCount[x].PlayerID = PlayerID;
    		AdminVoteCount[x].AdminVoteCount = 1;
    	}

    	// send update to all players
    	for( i=0; i<MVRI.Length; i++ )
    	{
    		if( MVRI[i] != none && MVRI[i].PlayerOwner != none && x < AdminVoteCount.Length )
    			MVRI[i].ReceiveAdminVoteCount(AdminVoteCount[x], False);
    	}
    }
    //------------------------------------------------------------------------------------------------
    function TallyAdminVotes()
    {
    	local int i,x,y,index,PlayersThatVoted,Lamer;
    	local array<int> VoteCount;
    	local array<int> Ranking;

    	VoteCount.Length = MVRI.Length;

    	// tally up the votes
    	for(i=0;i < MVRI.Length;i++)
    	{
    		if(MVRI[i] != None && MVRI[i].AdminVote != -1) // if this player has voted
    		{
    			PlayersThatVoted++;
    			VoteCount[MVRI[i].AdminVote]++; // increment the votecount for this player
    		}
    	}

    	index = 0;
    	for(i=0;i < VoteCount.Length;i++) // for each player
    	{
    		if(VoteCount[i] > 0)
    		{
    			Ranking.Insert(index,1);
    			Ranking[index++] = i;
    		}
    	}

    	if(PlayersThatVoted > 1)
    	{
    		// bubble sort ranking list by vote count
    		for(x=0; x<index-1; x++)
    		{
    			for(y=x+1; y<index; y++)
    			{
    				if(VoteCount[Ranking[x]] < VoteCount[Ranking[y]])
    				{
    				Lamer = Ranking[x];
    				Ranking[x] = Ranking[y];
    				Ranking[y] = Lamer;
    				}
    			}
    		}
    		Lamer = Ranking[0];
    	}

    	// if more than AdminPercent of the players voted to admin this player then admin
    	if(((float(VoteCount[Lamer])/float(Level.Game.NumPlayers))*100 >= AdminPercent))
    	{
    		AdminPlayer(Lamer);
    		return;
    	}
    }
    //------------------------------------------------------------------------------------------------
    function AdminPlayer(int PlayerIndex)
    {
    	local int i;

    	if( MVRI[PlayerIndex] == none || MVRI[PlayerIndex].PlayerOwner == none )
    		return;

    	TextMessage = "%playername% has been made admin.";
    	TextMessage = repl(TextMessage,"%playername%",MVRI[PlayerIndex].PlayerOwner.PlayerReplicationInfo.PlayerName);
    	Level.Game.Broadcast(self,TextMessage);

    	if(bAdminVote)
    	{
    		// Reset votes
    		for(i=0;i < MVRI.Length;i++)
    		{
    			if(MVRI[i] != None && MVRI[i].AdminVote != -1)
    				MVRI[i].AdminVote = -1;
    		}
    	}

    	//close his/her voting window if open
    	if(MVRI[PlayerIndex] != None)
    		MVRI[PlayerIndex].CloseWindow();

    	log("___" $ MVRI[PlayerIndex].PlayerOwner.PlayerReplicationInfo.PlayerName $ " has been admined.",'voting');

    	MVRI[PlayerIndex].PlayerOwner.ForceAdmin();
        log("****** MAKE PLAYER ADMIN ******", 'voting');
    }

    //================================================================================================
    //                                    Team Damage Voting
    //================================================================================================

    function SubmitTeamDamageVote(bool vote, Actor Voter)
    {
        local int VoterID;

    	if(bLevelSwitchPending || !bTeamDamageVote)
    		return;

        log("SubmitTeamDamageVote: "$vote$"["$voter$"]", 'voting');

    	VoterID = GetMVRIIndex(PlayerController(Voter));

        // check voter id

        if (VoterID<0)
            return;

        // spectators cannot vote

    	if (PlayerController(Voter).PlayerReplicationInfo.bOnlySpectator)
    	{
    		PlayerController(Voter).ClientMessage(lmsgSpectatorsCantVote);
    		return;
    	}

        // ignore duplicate vote

    	if (MVRI[VoterID].TeamDamageVote==int(vote))
    		return;

        // undo previous vote if exists

        if (MVRI[VoterID].TeamDamageVote!=-1)
        {
            if (MVRI[VoterID].TeamDamageVote==0)
                UpdateTeamDamageVoteCount(0,-1);     // undo no vote
            else if (MVRI[VoterID].TeamDamageVote==1)
                UpdateTeamDamageVoteCount(-1,0);     // undo yes vote
        }

        // update vote count

        if (vote==true)
        {
    	    //Level.Game.Broadcast(self, PlayerController(Voter).PlayerReplicationInfo.PlayerName$" voted for team damage");

            UpdateTeamDamageVoteCount(1,0);     // yes vote
        }
        else
        {
    	   // Level.Game.Broadcast(self, PlayerController(Voter).PlayerReplicationInfo.PlayerName$" voted against team damage");

            UpdateTeamDamageVoteCount(0,1);     // no vote
        }

        // set the vote in the replication info

        MVRI[VoterID].TeamDamageVote = int(vote);

        // tally the votes!

    	TallyTeamDamageVotes();
    }

    function UpdateTeamDamageVoteCount(int yesVoteDelta, int noVoteDelta)
    {
        local int i;

        // update vote counts

        TeamDamageVoteCount.yesVotes += yesVoteDelta;
        TeamDamageVoteCount.noVotes += noVoteDelta;

        // todo: validation of vote counts ?

    	// send update to all players

    	for (i=0; i<MVRI.Length; i++)
    	{
    		if (MVRI[i]!=none && MVRI[i].PlayerOwner!=none)
    			MVRI[i].ReceiveTeamDamageVoteCount(TeamDamageVoteCount, False);
    	}
    }

    function TallyTeamDamageVotes()
    {
    	// if more than TeamDamagePercent of the players voted for team damage then enable it

    	if (((float(TeamDamageVoteCount.yesVotes)/float(Level.Game.NumPlayers))*100 >= TeamDamagePercent))
    	{
    	    Level.Game.Broadcast(self, lmsgTeamDamageEnabled);

    		MultiplayerGameInfo(Level.Game).setPlayerTeamDamagePercentage(0.0);
    	}
        else if (((float(TeamDamageVoteCount.noVotes)/float(Level.Game.NumPlayers))*100 >= TeamDamagePercent))
        {
    	    Level.Game.Broadcast(self, lmsgTeamDamageDisabled);

    		MultiplayerGameInfo(Level.Game).setPlayerTeamDamagePercentage(1.0);
        }

        // note: if a vote succeeds, its probably the correct thing to do to clear all counts and
        // all votes stored in player replication infos? -- otherwise the data will stick around
    }

    //================================================================================================
    //                                    Tournament Voting
    //================================================================================================

    function SubmitTournamentVote(bool vote, Actor Voter)
    {
        local int VoterID;

    	if(bLevelSwitchPending || !bTournamentVote)
    		return;

        log("SubmitTournamentVote: "$vote$"["$voter$"]", 'voting');

    	VoterID = GetMVRIIndex(PlayerController(Voter));

        // check voter id

        if (VoterID<0)
            return;

        // spectators cannot vote

    	if (PlayerController(Voter).PlayerReplicationInfo.bOnlySpectator)
    	{
    		PlayerController(Voter).ClientMessage(lmsgSpectatorsCantVote);
    		return;
    	}

        // ignore duplicate vote

    	if (MVRI[VoterID].TournamentVote==int(vote))
    		return;

        // undo previous vote if exists

        if (MVRI[VoterID].TournamentVote!=-1)
        {
            if (MVRI[VoterID].TournamentVote==0)
                UpdateTournamentVoteCount(0,-1);     // undo no vote
            else if (MVRI[VoterID].TournamentVote==1)
                UpdateTournamentVoteCount(-1,0);     // undo yes vote
        }

        // update vote count

        if (vote==true)
        {
    	    //Level.Game.Broadcast(self, PlayerController(Voter).PlayerReplicationInfo.PlayerName$" voted for tournament mode");

            UpdateTournamentVoteCount(1,0);     // yes vote
        }
        else
        {
    	    //Level.Game.Broadcast(self, PlayerController(Voter).PlayerReplicationInfo.PlayerName$" voted against tournament mode");

            UpdateTournamentVoteCount(0,1);     // no vote
        }

        // set the vote in the replication info

        MVRI[VoterID].TournamentVote = int(vote);

        // tally the votes!

    	TallyTournamentVotes();
    }

    function UpdateTournamentVoteCount(int yesVoteDelta, int noVoteDelta)
    {
        local int i;

        // update vote counts

        TournamentVoteCount.yesVotes += yesVoteDelta;
        TournamentVoteCount.noVotes += noVoteDelta;

        // todo: validation of vote counts ?

    	// send update to all players

    	for (i=0; i<MVRI.Length; i++)
    	{
    		if (MVRI[i]!=none && MVRI[i].PlayerOwner!=none)
    			MVRI[i].ReceiveTournamentVoteCount(TournamentVoteCount, False);
    	}
    }

    function TallyTournamentVotes()
    {
    	// if more than TournamentPercent of the players voted for team damage then enable it

    	if (((float(TournamentVoteCount.yesVotes)/float(Level.Game.NumPlayers))*100 >= TournamentPercent))
    	{
    	    Level.Game.Broadcast(self, lmsgTournamentModeEnabled);

    		MultiplayerGameInfo(Level.Game).enableTournamentMode();
    	}
        else if (((float(TournamentVoteCount.noVotes)/float(Level.Game.NumPlayers))*100 >= TournamentPercent))
        {
    	    Level.Game.Broadcast(self, lmsgTournamentModeDisabled);

    		MultiplayerGameInfo(Level.Game).disableTournamentMode();
        }

        // note: if a vote succeeds, its probably the correct thing to do to clear all counts and
        // all votes stored in player replication infos? -- otherwise the data will stick around
    }

    //================================================================================================
    //                                    MatchSetup
    //================================================================================================
    function bool MatchSetupLogin(string UserID, string Password, Actor Requestor, out int SecLevel)
    {
    	local TribesAdminUser AdminUser;

    	if( bMatchSetup && PlayerController(Requestor) != none )
    	{
    		if( UserID ~= "Admin" && PlayerController(Requestor).PlayerReplicationInfo.bAdmin )
    		{
    			SecLevel = 255;
    			return True; // this user is already logged in as an administrator
    		}

    		if( Level.Game.AccessControl.AdminLogin( PlayerController(Requestor), UserID, Password) )
    		{
    			// Xm = MatchSetup Priv
    			if( Level.Game.AccessControl.CanPerform(PlayerController(Requestor), "Xm") )
    			{
    				Log(UserID $ " has logged in to MatchSetup.");
    				AdminUser = Level.Game.AccessControl.GetUser(UserID);
    				if( AdminUser != none )
    					SecLevel = AdminUser.MaxSecLevel();
    				else
    					SecLevel = 0;
    				// hack for default AccessControl setup
    				if( SecLevel == 0 && PlayerController(Requestor).PlayerReplicationInfo.bAdmin )
    					SecLevel = 255;

    				Log("SecLevel = " $ SecLevel);
    				return True;
    			}
    			else
    			{
    				log(UserID $ " doesnt have MatchSetup permissions.");
    				PlayerController(Requestor).ClientMessage(lmsgMatchSetupPermission);
    				Return False;
    			}
    		}
    		else
    		{
    			Log(UserID $ " password was invalid.");
    			PlayerController(Requestor).ClientMessage(lmsgInvalidPassword);
    			return False;
    		}
    	}
    }
    //------------------------------------------------------------------------------------------------
    function MatchSetupLogout(Actor Requestor)
    {
    	if( bMatchSetup && PlayerController(Requestor) != none )
    		Level.Game.AccessControl.AdminLogout( PlayerController(Requestor) );
    }
    //================================================================================================
    //                                    Configuration
    //================================================================================================
    static function FillPlayInfo(PlayInfo PlayInfo)
    {
    	// This sends configuration settings to ether the WebAdmin, Server Rules GUI,
    	// or MatchSetup via the PlayInfo class.
    	Super.FillPlayInfo(PlayInfo);

        // VOTING TODO - fill play info

        /*
    	PlayInfo.AddSetting(default.MapVoteGroup,"bMapVote",default.PropsDisplayText[0],0,1,"Check",,,True,False);
    	PlayInfo.AddSetting(default.MapVoteGroup,"bAutoOpen",default.PropsDisplayText[1],0,1,"Check",,,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"ScoreBoardDelay",default.PropsDisplayText[2],0,1,"Text","3;0:60",,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"bScoreMode",default.PropsDisplayText[3],0,1,"Check",,,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"bAccumulationMode",default.PropsDisplayText[4],0,1,"Check",,,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"bEliminationMode",default.PropsDisplayText[5],0,1,"Check",,,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"MinMapCount",default.PropsDisplayText[6],0,1,"Text","4;1:9999",,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"RepeatLimit",default.PropsDisplayText[7],0,1,"Text","4;0:9999",,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"VoteTimeLimit",default.PropsDisplayText[8],0,1,"Text","3;10:300",,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"MidGameVotePercent",default.PropsDisplayText[9],0,1,"Text","3;1:100",,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"bDefaultToCurrentGameType",default.PropsDisplayText[10],0,1,"Check",,,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"GameConfig",default.PropsDisplayText[15],0, 1,"Custom",";;"$default.GameConfigPage,,True,True);
    	PlayInfo.AddSetting(default.MapVoteGroup,"MapListLoaderType",default.PropsDisplayText[16],0, 1,"Custom",";;"$default.MapListConfigPage,,True,True);

    	PlayInfo.AddSetting(default.KickVoteGroup,"bKickVote",default.PropsDisplayText[11],0,1,"Check",,,True,True);
    	PlayInfo.AddSetting(default.KickVoteGroup,"KickPercent",default.PropsDisplayText[12],0,1,"Text","3;1:100",,True,True);
    	PlayInfo.AddSetting(default.KickVoteGroup,"bAnonymousKicking",default.PropsDisplayText[13],0,1,"Check",,,True,True);

    	PlayInfo.AddSetting(default.AdminVoteGroup,"bAdminVote",default.PropsDisplayText[14],0,1,"Check",,,True,True);
    	PlayInfo.AddSetting(default.AdminVoteGroup,"AdminPercent",default.PropsDisplayText[15],0,1,"Text","3;1:100",,True,True);
    	PlayInfo.AddSetting(default.AdminVoteGroup,"bAnonymousAdmining",default.PropsDisplayText[16],0,1,"Check",,,True,True);

    	PlayInfo.AddSetting(default.ServerGroup,"bMatchSetup",default.PropsDisplayText[17],0,1,"Check",,,True,True);
    	*/
    }

    static event bool AcceptPlayInfoProperty(string PropertyName)
    {
        // VOTING TODO - accept play info property (what does this do?)

        /*
    	if ( class'LevelInfo'.static.IsDemoBuild() )
    		return false;

    	switch ( PropertyName )
    	{
    	case "bMapVote":
    	case "bAutoOpen":
    	case "ScoreBoardDelay":
    	case "bScoreMode":
    	case "bAccumulationMode":
    	case "bEliminationMode":
    	case "MinMapCount":
    	case "RepeatLimit":
    	case "VoteTimeLimit":
    	case "MidGameVotePercent":
    	case "bDefaultToCurrentGameType":
    	case "GameConfig":
    	case "MapListLoaderType":
    		 return MAPVOTEALLOWED;

    	case "bKickVote":
    	case "KickPercent":
    	case "bAnonymousKicking":
    		return KICKVOTEALLOWED;

    	case "bAdminVote":
    	case "AdminPercent":
    	case "bAnonymousAdmining":
    		return AdminVOTEALLOWED;

    	case "bMatchSetup":
    		return MATCHSETUPALLOWED;
    	}
    	*/

    	return Super.AcceptPlayInfoProperty(PropertyName);
    }

    //------------------------------------------------------------------------------------------------
    static event string GetDescriptionText(string PropName)
    {
    	switch (PropName)
    	{
    		case "bMapVote":					return default.PropDescription[0];
    		case "bAutoOpen":					return default.PropDescription[1];
    		case "ScoreBoardDelay":				return default.PropDescription[2];
    		case "bScoreMode":					return default.PropDescription[3];
    		case "bAccumulationMode":			return default.PropDescription[4];
    		case "bEliminationMode":			return default.PropDescription[5];
    		case "MinMapCount":					return default.PropDescription[6];
    		case "RepeatLimit":					return default.PropDescription[7];
    		case "VoteTimeLimit":				return default.PropDescription[8];
    		case "MidGameVotePercent":			return default.PropDescription[9];
    		case "bDefaultToCurrentGameType":	return default.PropDescription[10];
    		case "bKickVote":					return default.PropDescription[11];
    		case "KickPercent":					return default.PropDescription[12];
    		case "bAnonymousKicking":			return default.PropDescription[13];
    		case "bAdminVote":					return default.PropDescription[14];
    		case "AdminPercent":				return default.PropDescription[15];
    		case "bAnonymousAdmining":			return default.PropDescription[16];
    		case "bTeamDamageVote":				return default.PropDescription[17];
    		case "TeamDamagePercent":			return default.PropDescription[18];
    		case "bTournamentVote":				return default.PropDescription[19];
    		case "TournamentPercent":			return default.PropDescription[20];
    		case "bMatchSetup":			        return default.PropDescription[21];
    		case "GameConfig":                  return default.PropDescription[22];
    		case "MapListLoaderType":           return default.PropDescription[23];
    	}
    	return "";
    }
    //------------------------------------------------------------------------------------------------
    function string GetConfigArrayData(string ConfigArrayName, int RowIndex, int ColumnIndex)
    {
    	switch( Caps(ConfigArrayName) )
    	{
    		case "GAMECONFIG":
    			if( RowIndex > GameConfig.Length-1 || ColumnIndex > 5 )
    				return "";

    			switch( ColumnIndex )
    			{
    	        	case 0:
    					return "GAMETYPE;50;" $ GameConfig[RowIndex].GameClass;
    				case 1:
    					return "TEXT;50;" $ GameConfig[RowIndex].Prefix;
    				case 2:
    					return "TEXT;20;" $ GameConfig[RowIndex].Acronym;
    				case 3:
    					return "TEXT;50;" $ GameConfig[RowIndex].GameName;
    				case 4:
    					return "MUTATORS;255;" $ GameConfig[RowIndex].Mutators;
    				case 5:
    					return "TEXT;255;" $ GameConfig[RowIndex].Options;
    				default:
    					return "";
    			}
    			break;

    		case "MAPLIST":
    			// TODO: *
    			break;
    	}
    }
    //------------------------------------------------------------------------------------------------
    function string GetConfigArrayColumnTitle(string ConfigArrayName, int ColumnIndex)
    {
    	switch( Caps(ConfigArrayName) )
    	{
    		case "GAMECONFIG":
    			if( ColumnIndex > 5 || ColumnIndex < 0 )
    				return "";
       			return lmsgGameConfigColumnTitle[ColumnIndex];

    		case "MAPLIST":
    			// TODO: *
    			break;
    	}
    }
    //------------------------------------------------------------------------------------------------
    function DeleteConfigArrayItem(string ConfigArrayName, int RowIndex)
    {
    	switch( Caps(ConfigArrayName) )
    	{
    		case "GAMECONFIG":
    			if( RowIndex < 0 || RowIndex > GameConfig.Length-1 )
    				return;
    			GameConfig.Remove(RowIndex,1);
       			return;

    		case "MAPLIST":
    			// TODO: *
    			break;
    	}
    }
    //------------------------------------------------------------------------------------------------
    function int AddConfigArrayItem(string ConfigArrayName)
    {
    	switch( Caps(ConfigArrayName) )
    	{
    		case "GAMECONFIG":
    			GameConfig.Insert(GameConfig.Length,1);
    			GameConfig[GameConfig.Length-1].GameClass = "XGame.xDeathMatch";
    			GameConfig[GameConfig.Length-1].Prefix = "";
    			GameConfig[GameConfig.Length-1].Acronym = "";
    			GameConfig[GameConfig.Length-1].GameName = "new";
    			GameConfig[GameConfig.Length-1].Mutators = "";
    			GameConfig[GameConfig.Length-1].Options = "";
       			return GameConfig.Length-1;

    		case "MAPLIST":
    			// TODO: *
    			break;
    	}
    }
    //------------------------------------------------------------------------------------------------
    function UpdateConfigArrayItem(string ConfigArrayName, int RowIndex, int ColumnIndex, string NewValue)
    {
    	switch( Caps(ConfigArrayName) )
    	{
    		case "GAMECONFIG":
    			if( RowIndex < 0 || RowIndex > GameConfig.Length-1 || ColumnIndex > 5 )
    				return;

    			switch( ColumnIndex )
    			{
    	        	case 0:
    					GameConfig[RowIndex].GameClass = NewValue;
    					break;
    				case 1:
    					GameConfig[RowIndex].Prefix = NewValue;
    					break;
    				case 2:
    					GameConfig[RowIndex].Acronym = NewValue;
    					break;
    				case 3:
    					GameConfig[RowIndex].GameName = NewValue;
    					break;
    				case 4:
    					GameConfig[RowIndex].Mutators = NewValue;
    					break;
    				case 5:
    					GameConfig[RowIndex].Options = NewValue;
    					break;
    			}
       			return;

    		case "MAPLIST":
    			// TODO: *
    			break;
    	}
    }
    //------------------------------------------------------------------------------------------------
    function int GetConfigArrayItemCount(string ConfigArrayName)
    {
    	switch( Caps(ConfigArrayName) )
    	{
    		case "GAMECONFIG":
       			return GameConfig.Length;

    		case "MAPLIST":
    			// TODO: *
    			break;
    	}
    }
    //------------------------------------------------------------------------------------------------
    function ReloadAll( optional bool bParam )
    {
    	// TODO: ReloadAll
    	ReloadMatchConfig(bParam,bParam);
    }
    //------------------------------------------------------------------------------------------------
    function PropagateValue( VotingReplicationInfo Sender, string Type, string SettingName, string NewValue )
    {
    	local int i;

    	// BroadCast change to all other MatchSetup users.
    	for( i=0; i<MVRI.Length; i++)
    	{
    		if(MVRI[i].bMatchSetupPermitted && MVRI[i] != Sender)
    		{
    			MVRI[i].SendClientResponse( Type, MVRI[i].UpdateID, SettingName $ Chr(27) $ NewValue );
    			MVRI[i].bMatchSetupAccepted = false;
    		}
    	}
    }
    //------------------------------------------------------------------------------------------------
    function ReloadMatchConfig( bool bRefreshMaps, bool bRefreshMuts, optional PlayerController Caller )
    {
    	local int i;

    	for ( i = 0; i < MVRI.Length; i++ )
    	{
    		// TODO - optimize to determine which settings need to be sent and only send those
    		if ( MVRI[i] != None && MVRI[i].bMatchSetupPermitted )
    		{
    			// If we want a full refresh, have the client request the full refresh, so
    			// that the client's current lists will be cleared first
    			if ( bRefreshMaps && bRefreshMuts )
    				MVRI[i].SendClientResponse(MVRI[i].LoginID,"1");
    			else MVRI[i].RequestMatchSettings(bRefreshMaps, bRefreshMuts);
    		}
    	}
    }
    //------------------------------------------------------------------------------------------------
    /*
    function MatchConfig CreateMatchProfile()
    {
        // VOTING TODO - create match profile

        return none;

    	//return new(None, "MatchConfig" $ Chr(27) $ Level.Game.Class $ Chr(27) $ ServerNumber) class'MatchConfig';
    }
    */
    //------------------------------------------------------------------------------------------------
    function GetServerDetails( out GameInfo.ServerResponseLine ServerState )
    {
    	local int i;
    	i = ServerState.ServerInfo.Length;

    	ServerState.ServerInfo.Length = i+1;
    	ServerState.ServerInfo[i].Key = "MapVoting";
    	ServerState.ServerInfo[i++].Value = Locs(bMapVote);

    	ServerState.ServerInfo.Length = i+1;
    	ServerState.ServerInfo[i].Key = "KickVoting";
    	ServerState.ServerInfo[i++].Value = Locs(bKickVote);

    	ServerState.ServerInfo.Length = i+1;
    	ServerState.ServerInfo[i].Key = "AdminVoting";
    	ServerState.ServerInfo[i++].Value = Locs(bAdminVote);

    	ServerState.ServerInfo.Length = i+1;
    	ServerState.ServerInfo[i].Key = "TeamDamageVoting";
    	ServerState.ServerInfo[i++].Value = Locs(bTeamDamageVote);

    	ServerState.ServerInfo.Length = i+1;
    	ServerState.ServerInfo[i].Key = "TournamentVoting";
    	ServerState.ServerInfo[i++].Value = Locs(bTournamentVote);
    }
    //------------------------------------------------------------------------------------------------
    defaultproperties
    {
    	VoteTimeLimit=60
    	ScoreBoardDelay=5
    	bAutoOpen=False
    	MinMapCount=2
    	MapVoteHistoryType="TribesVoting.MapVoteHistory_INI"
    	RepeatLimit=4
    	bScoreMode=False
    	bAccumulationMode=False
    	bEliminationMode=False
    	DefaultGameConfig=0
    	bDefaultToCurrentGameType=True

    	bMapVote=True
    	bKickVote=True
    	bMatchSetup=True
        bAdminVote=True
        bTeamDamageVote=True
        bTournamentVote=true

    	bAnonymousKicking=True
    	bAnonymousAdmining=True

    	MidGameVotePercent=51
    	KickPercent=51
    	AdminPercent=51
        TeamDamagePercent=51
        TournamentPercent=51

    	ServerNumber=1

    	PropsDisplayText(0)="Enable Map Voting"
        PropsDisplayText(1)="Auto Open GUI"
        PropsDisplayText(2)="ScoreBoard Delay"
        PropsDisplayText(3)="Score Mode"
        PropsDisplayText(4)="Accumulation Mode"
        PropsDisplayText(5)="Elimination Mode"
        PropsDisplayText(6)="Minimum Maps"
        PropsDisplayText(7)="Repeat Limit"
        PropsDisplayText(8)="Voting Time Limit"
        PropsDisplayText(9)="Mid-Game Vote Percent"
        PropsDisplayText(10)="Default Current GameType"
        PropsDisplayText(11)="Enable Kick Voting"
        PropsDisplayText(12)="Kick Vote Percent"
        PropsDisplayText(13)="Anonymous Kick Voting"
        PropsDisplayText(14)="Enable Admin Voting"
        PropsDisplayText(15)="Admin Vote Percent"
        PropsDisplayText(16)="Anonymous Admin Voting"
        PropsDisplayText(17)="Enable Team Damage Voting"
        PropsDisplayText(18)="Team Damage Vote Percent"
        PropsDisplayText(19)="Enable Tournament Voting"
        PropsDisplayText(20)="Tournament Vote Percent"
        PropsDisplayText(21)="Allow Match Setup"
        PropsDisplayText(22)="Game Configuration"
        PropsDisplayText(23)="Map List Configuration"

    	PropDescription(0)="If enabled players can vote for maps."
        PropDescription(1)="If enabled the Map voting interface will automatically open at the end of each game."
        PropDescription(2)="Sets the number of seconds to delay after the end of each game before opening the voting interface."
        PropDescription(3)="If enabled, each player gets his or her score worth of votes."
        PropDescription(4)="If enabled, each player will accumulate votes each game until they win."
        PropDescription(5)="If enabled, available maps are disabled as they are played until there are X maps left."
        PropDescription(6)="The number of enabled maps that remain in the map list (in Elimination mode) before the map list is reset."
        PropDescription(7)="Number of previously played maps that should not be votable."
        PropDescription(8)="Limits how much time (in seconds) to allow for voting."
        PropDescription(9)="Percentage of players that must vote to trigger a Mid-Game vote."
        PropDescription(10)="If enabled, and there are no players on the server then the server will stay on the current game type."
        PropDescription(11)="If enable players can vote to kick other players."
        PropDescription(12)="The percentage of players that must vote against an individual player to have them kicked from the server."
        PropDescription(13)="If enabled players can place Kick votes without anyone knowing who placed the vote."
        PropDescription(14)="If enable players can vote to Admin other players."
        PropDescription(15)="The percentage of players that must vote against an individual player to have them Admined from the server."
        PropDescription(16)="If enabled players can place Admin votes without anyone knowing who placed the vote."
        PropDescription(17)="If enable players can vote for team damage."
        PropDescription(18)="The percentage of players that must vote for/against team damage to have it enabled or disabled."
        PropDescription(19)="If enable players can vote for tournament mode."
        PropDescription(20)="The percentage of players that must vote for/against tournament mode to have it enabled or disabled."
    	PropDescription(21)="Enables match setup on the server - valid admin username & password is required in order to use this feature"
        PropDescription(22)="Opens the map voting game configuration screen"
        PropDescription(23)="Opens the map voting list configuration screen"

    	lmsgAdminMapChange="Admin has forced map switch to %mapname%"
    	lmsgMapVotedForWithCount="%playername% has placed %votecount% votes for %mapname%"
    	lmsgMapVotedFor="%playername% has voted for %mapname%"
    	lmsgMapWon="%mapname% has won !"
    	lmsgMidGameVote="Mid-Game Map Voting has been initiated !!!!"
    	lmsgSpectatorsCantVote="Sorry, Spectators can not vote."
    	lmsgInvalidPassword="The password entered is invalid !"
    	lmsgMatchSetupPermission="Sorry, you do not have permission to use Match Setup !"
    	lmsgKickVote="%playername1% placed a kick vote against %playername2%"
    	lmsgAnonymousKickVote="A kick vote has been placed against %playername%"
    	lmsgKickVoteAdmin="%playername% attempted to submit a kick vote against the server administrator !"
    	lmsgAdminVote="%playername1% placed an admin vote for %playername2%"
    	lmsgAnonymousAdminVote="An admin vote has been placed for %playername%"
    	lmsgAdminVoteAdmin="%playername% submitted an admin vote for an existing administrator"
    	lmsgTeamDamageVote="%playername% placed a vote %type% team damage"
    	lmsgTournamentVote="%playername% placed a vote %type% tournament mode"
    	lmsgTournamentModeEnabled="Tournament mode has been enabled by vote"
    	lmsgTournamentModeDisabled="Tournament mode has been disabled by vote"
    	lmsgTeamDamageEnabled="Team damage has been enabled by vote"
    	lmsgTeamDamageDisabled="Team damage has been disabled by vote"
    	lmsgGameConfigColumnTitle[0]="GameType"
    	lmsgGameConfigColumnTitle[1]="MapPrefixes"
    	lmsgGameConfigColumnTitle[2]="Abbreviation"
    	lmsgGameConfigColumnTitle[3]="Name"
    	lmsgGameConfigColumnTitle[4]="Mutators"
    	lmsgGameConfigColumnTitle[5]="Options"
    }

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Class file time: ne 5.9.2004 15:53:58.000 - Creation time: st 23.5.2018 00:10:49.095 - Created with UnCodeX