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# Engine.VotingHandler

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    // ====================================================================
    //  Class:  Engine.VotingHandler
    //
    //	Base class for the VotingHandler that handles the server side of
    //  map and kick voting.
    //
    //  Written by Bruce Bickar
    //  (c) 2003, Epic Games, Inc.  All Rights Reserved
    // ====================================================================
    class VotingHandler extends Info;

    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
    };

    struct MapVoteGameConfigLite
    {
    	var string GameClass; // code class of game type. XGame.xDeathMatch
    	var string Prefix;    // MapName Prefix. DM, CTF, BR etc.
    	var string GameName;  // Name or Title of the game type. "DeathMatch", "Capture The Flag"
    };

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

    struct MapHistoryInfo
    {
    	var string M;  // MapName  - Used short/single character var names to keep ini file smaller
    	var int    P;  // Play count. Number of times map has been played
    	var int    S;  // Sequence. The order in which the map was played
    	var string G;  // per map game options
    	var string U;  // per map mutators
    };

    struct MapVoteScore
    {
    	var int MapIndex;
    	var int GameConfigIndex;
    	var int VoteCount;
    };

    struct KickVoteScore
    {
    	var int PlayerID;
    	var int Team;
    	var int KickVoteCount;
    };

    struct AdminVoteScore
    {
    	var int PlayerID;
    	var int Team;
    	var int AdminVoteCount;
    };

    struct TeamDamageVoteScore
    {
    	var int YesVotes;
    	var int NoVotes;
    };

    struct TournamentVoteScore
    {
    	var int YesVotes;
    	var int NoVotes;
    };

    struct AccumulationData  // used to save player's unused vote between maps when in Accumulation mode
    {
    	var string Name;
    	var int VoteCount;
    };

    function PlayerJoin(PlayerController Player);
    function PlayerExit(Controller Exiting);

    function bool HandleRestartGame()
    {
    	return true;
    }

    function string GetConfigArrayData(string ConfigArrayName, int RowIndex, int ColumnIndex); // should return "type;maxlength;value"
    function string GetConfigArrayColumnTitle(string ConfigArrayName, int ColumnIndex);
    function DeleteConfigArrayItem(string ConfigArrayName, int RowIndex);
    function int AddConfigArrayItem(string ConfigArrayName);
    function UpdateConfigArrayItem(string ConfigArrayName, int RowIndex, int ColumnIndex, string NewValue);
    function int GetConfigArrayItemCount(string ConfigArrayName);

    static function FillPlayInfo(PlayInfo PlayInfo)
    {
    	Super.FillPlayInfo(PlayInfo);
    }

    function ReloadAll( optional bool bParam );

    // server querying
    function GetServerDetails( out GameInfo.ServerResponseLine ServerState );

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Class file time: ne 5.9.2004 16:01:32.000 - Creation time: st 23.5.2018 00:10:50.518 - Created with UnCodeX