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# Gameplay.ModeInfo

    Gameplay.ModeInfo

Variables Summary
string | destroyTheirString
array<MPActor> | playerKillListeners
string | protectYourString
float | speedCheckInterval
float | speedCheckTime
float | teamBalanceCheckInterval
float | teamBalanceCheckTime
StatTracker | Tracker
ModeInfo
Array<class<MPActor>> | allowedMPActorList
Array<class<BaseDevice>> | baseDeviceExclusionList
Array<class<BaseDevice>> | baseDeviceObjectives
Stats
array<baseDeviceAreaStat> | baseDeviceAreaStats
array<baseDeviceStat> | baseDeviceDestroyStats
array<baseDeviceStat> | baseDeviceRepairStats
class<Stat> | deathStat
array<extendedProjectileDamageStat> | extendedProjectileDamageStats
class<Stat> | highestSpeedStat
class<Stat> | killStat
array<projectileDamageStat> | projectileDamageStats
class<Stat> | rawDamageStat
class<Stat> | suicideStat
class<Stat> | teamKillStat
class<Stat> | vehicleKillStat
class<Stat> | vehicleTeamKillStat

Enumerations Summary
EProjectileDamageStat PDS_HeadShot, PDS_Backstab, PDS_PlayerDamage, PDS_ObjectDamage,

Structures Summary
baseDeviceAreaStat statClass, baseDeviceClass, radius
baseDeviceStat statClass, baseDeviceClass
extendedProjectileDamageStat damageTypeClass, extendedStatClass
projectileDamageStat damageTypeClass, playerDamageStatClass, objectDamageStatClass, headShotStatClass, backstabStatClass

Functions Summary
| bool | allowBaseDeviceAtLoad (BaseDevice bd))
| bool | allowMPActorAtLoad (MPActor a))
|  | awardBaseDeviceAreaStats (Controller Killer, Controller Target))
|  | checkTeamBalance ()))
|  | createEnemyBaseDeviceObjectives (class<BaseDevice> bdc, TeamInfo t))
|  | createFriendlyBaseDeviceObjectives (class<BaseDevice> bdc, TeamInfo t))
|  | createWeaponDeathStats ()))
|  | createWeaponKillStats ()))
| bool | GameInfoShouldTick ()))
| array<string> | GetAllLoadHints (optional bool bThisClassOnly))
| class<InventoryStationAccess> | getInventoryStationAccessClass ()))
| bool | getProjectileDamageStat (class<DamageType> damageType, out projectileDamageStat pds, EProjectileDamageStat statType))
| bool | isABaseDeviceObjective (BaseDevice bd))
|  | notifyPlayerKillListeners (Controller Killer, Controller Target))
|  | OnBackstab (Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount))
|  | OnBaseDeviceDamage (Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount))
|  | OnBaseDeviceOffline (BaseDevice bd, Pawn lastAttacker))
|  | OnBaseDeviceOnline (BaseDevice bd, optional Character firstRepairer))
|  | OnGameEnd ()))
|  | OnHeadShot (Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount))
|  | OnPlayerDamage (Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount))
|  | OnVehicleDestroyed (Pawn instigatedBy, Pawn target, class<DamageType> damageType))
|  | PostBeginPlay ()))
|  | PostLogin (PlayerController NewPlayer))
|  | registerBaseDeviceStats ()))
|  | registerDamageTypeStats ()))
|  | registerPlayerKillListener (MPActor listener))
|  | ScoreKill (Controller Killer, Controller Other))
|  | setEmergencyIconVisibility (TeamInfo t, bool on))
|  | Tick (float Delta))
|  | updateSpeedStats ()))

Variables Detail

#### destroyTheirString Source code

var localized string destroyTheirString;

> String used for base device objectives

#### playerKillListeners Source code

var array<MPActor> playerKillListeners;

#### protectYourString Source code

var localized string protectYourString;

> String used for base device objectives

#### speedCheckInterval Source code

var float speedCheckInterval;

#### speedCheckTime Source code

var float speedCheckTime;

#### teamBalanceCheckInterval Source code

var config float teamBalanceCheckInterval;

#### teamBalanceCheckTime Source code

var float teamBalanceCheckTime;

#### Tracker Source code

var StatTracker Tracker;

### ModeInfo

#### allowedMPActorList Source code

var(ModeInfo) Array<class<MPActor>> allowedMPActorList;

> List of allowed MPActors for this mode. All other MPActors will be filtered.

#### baseDeviceExclusionList Source code

var(ModeInfo) Array<class<BaseDevice>> baseDeviceExclusionList;

> List of base devices that will get filtered when this mode loads.

#### baseDeviceObjectives Source code

var(ModeInfo) Array<class<BaseDevice>> baseDeviceObjectives;

> List of base devices that will appear as secondary objectives.

### Stats

#### baseDeviceAreaStats Source code

var(Stats) array<baseDeviceAreaStat> baseDeviceAreaStats;

#### baseDeviceDestroyStats Source code

var(Stats) array<baseDeviceStat> baseDeviceDestroyStats;

#### baseDeviceRepairStats Source code

var(Stats) array<baseDeviceStat> baseDeviceRepairStats;

#### deathStat Source code

var(Stats) class<Stat> deathStat;

#### extendedProjectileDamageStats Source code

var(Stats) array<extendedProjectileDamageStat> extendedProjectileDamageStats;

#### highestSpeedStat Source code

var(Stats) class<Stat> highestSpeedStat;

#### killStat Source code

var(Stats) class<Stat> killStat;

#### projectileDamageStats Source code

var(Stats) array<projectileDamageStat> projectileDamageStats;

#### rawDamageStat Source code

var(Stats) class<Stat> rawDamageStat;

#### suicideStat Source code

var(Stats) class<Stat> suicideStat;

#### teamKillStat Source code

var(Stats) class<Stat> teamKillStat;

#### vehicleKillStat Source code

var(Stats) class<Stat> vehicleKillStat;

#### vehicleTeamKillStat Source code

var(Stats) class<Stat> vehicleTeamKillStat;

Enumerations Detail

#### EProjectileDamageStat Source code

enum EProjectileDamageStat
{

> PDS_HeadShot, PDS_Backstab, PDS_PlayerDamage, PDS_ObjectDamage,

};

Structures Detail

#### baseDeviceAreaStat Source code

struct baseDeviceAreaStat
{

> var(ModeInfo) class<BaseDevice> baseDeviceClass;
> var(ModeInfo) int radius;
> var(ModeInfo) class<Stat> statClass;

};

#### baseDeviceStat Source code

struct baseDeviceStat
{

> var(ModeInfo) class<BaseDevice> baseDeviceClass;
> var(ModeInfo) class<Stat> statClass;

};

#### extendedProjectileDamageStat Source code

struct extendedProjectileDamageStat
{

> var(ModeInfo) class<DamageType> damageTypeClass;
> var(ModeInfo) class<ExtendedStat> extendedStatClass;

};

#### projectileDamageStat Source code

struct projectileDamageStat
{

> var(ModeInfo) class<Stat> backstabStatClass;
> var(ModeInfo) class<DamageType> damageTypeClass;
> var(ModeInfo) class<Stat> headShotStatClass;
> var(ModeInfo) class<Stat> objectDamageStatClass;
> var(ModeInfo) class<Stat> playerDamageStatClass;

};

Functions Detail

#### allowBaseDeviceAtLoad Source code

function bool allowBaseDeviceAtLoad ( BaseDevice bd) )

#### allowMPActorAtLoad Source code

function bool allowMPActorAtLoad ( MPActor a) )

#### awardBaseDeviceAreaStats Source code

function awardBaseDeviceAreaStats ( Controller Killer, Controller Target) )

#### checkTeamBalance Source code

function checkTeamBalance ( ) )

#### createEnemyBaseDeviceObjectives Source code

function createEnemyBaseDeviceObjectives ( class<BaseDevice> bdc, TeamInfo t) )

#### createFriendlyBaseDeviceObjectives Source code

function createFriendlyBaseDeviceObjectives ( class<BaseDevice> bdc, TeamInfo t) )

#### createWeaponDeathStats Source code

function createWeaponDeathStats ( ) )

#### createWeaponKillStats Source code

function createWeaponKillStats ( ) )

#### GameInfoShouldTick Source code

function bool GameInfoShouldTick ( ) )

#### GetAllLoadHints Source code

static function array<string> GetAllLoadHints ( optional bool bThisClassOnly) )

#### getInventoryStationAccessClass Source code

function class<InventoryStationAccess> getInventoryStationAccessClass ( ) )

#### getProjectileDamageStat Source code

function bool getProjectileDamageStat ( class<DamageType> damageType, out projectileDamageStat pds, EProjectileDamageStat statType) )

#### isABaseDeviceObjective Source code

function bool isABaseDeviceObjective ( BaseDevice bd) )

#### notifyPlayerKillListeners Source code

function notifyPlayerKillListeners ( Controller Killer, Controller Target) )

#### OnBackstab Source code

function OnBackstab ( Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount) )

#### OnBaseDeviceDamage Source code

function OnBaseDeviceDamage ( Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount) )

#### OnBaseDeviceOffline Source code

function OnBaseDeviceOffline ( BaseDevice bd, Pawn lastAttacker) )

#### OnBaseDeviceOnline Source code

function OnBaseDeviceOnline ( BaseDevice bd, optional Character firstRepairer) )

#### OnGameEnd Source code

function OnGameEnd ( ) )

#### OnHeadShot Source code

function OnHeadShot ( Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount) )

#### OnPlayerDamage Source code

function OnPlayerDamage ( Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount) )

#### OnVehicleDestroyed Source code

function OnVehicleDestroyed ( Pawn instigatedBy, Pawn target, class<DamageType> damageType) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### PostLogin Source code

function PostLogin ( PlayerController NewPlayer) )

#### registerBaseDeviceStats Source code

function registerBaseDeviceStats ( ) )

#### registerDamageTypeStats Source code

function registerDamageTypeStats ( ) )

#### registerPlayerKillListener Source code

function registerPlayerKillListener ( MPActor listener) )

#### ScoreKill Source code

function ScoreKill ( Controller Killer, Controller Other) )

#### setEmergencyIconVisibility Source code

function setEmergencyIconVisibility ( TeamInfo t, bool on) )

#### Tick Source code

function Tick ( float Delta) )

#### updateSpeedStats Source code

function updateSpeedStats ( ) )

Defaultproperties

    defaultproperties
    {
    	bLoggingGame		= true
    	bEnableStatLogging	= true

    	protectYourString	= "Protect your %1"
    	destroyTheirString	= "Destroy their %1"
    	speedCheckInterval	= 1
    	teamBalanceCheckInterval = 30
    }

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Creation time: st 23.5.2018 00:10:32.639 - Created with UnCodeX