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# tmod.as

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    //  ============================================================================================
    //   * File Name:    tribesmod
    //   * Created By:   Cobra
    //   * Time Stamp:     12-02-15 14:17:01
    //   * UDK Path:   C:\Program Files\VUGames\Tribes Vengeance\Program\Bin\TVed.exe
    //   * Unreal X-Editor v3.1.5.0
    //   * © Copyright 2012 - 2015. All Rights Reserved.
    //  ============================================================================================

    //#StartBlock ===========================================INFO=================================================

    /* @info ... class
    *
    *   Mutator for the Tribes Vengeance community, credits to dEhaV for having released the promod's source code on which this mutator is based.
    *
    *       Tribesmod changes or adds the following features to the game server when enabled;
    *
    *       - Removable vehicles (The tank and rover have been slightly modified).
    *       - Overwrites and changes the tribes MultiPlayerCharacter class.
    *       - Grants the ability to change the spawn class as well as changing the spawn protection duration.
    *       - Overwrites and changes the flag throwing properties.
    *       - Changes some BaseDevice's shield classes (catapult and inventory stations).
    *       - removes the deployable BaseDevice stations (turrets and mines).
    *       - removes the base turrets
    *       - Adds new game stats to the game
    *       - Adds mutate commands. See function Mutate()
    *       - Increased the grapple roundsPerSecond slightly to reduce the chance for the "grapple bug" to occur.
    *       - Fixes pack reload animation (though it is still buggy and will not work when the reload time is modified ingame (needs some more testing)
    *       - Fixed Repair pack emmiter's max range (was bugged in promod)
    *       - Fixes shield pack texture when getting hit and carrying a shield pack (will now display a shader around the player's model when activating the pack, or when getting hit)
    *       - Changed the flag's texture to hologram shaders.
    *
    *
    *   New Console commands (only executable when logged into admins, not case sensitive):
    *
    *
    *       ConsoleCommand("mutate help")               Displays a list of all available commands.
    *       ConsoleCommand("mutate test")               helloWorld text will appear in the chat.
    *       ConsoleCommand("mutate time [value]")       Sets the gametime to [value].
    *       ConsoleCommand("mutate tournament")         Toggles between tournament mode on or off. Takes effect at next map.
    *       ConsoleCommand("mutate troc")               Toggles between the default gameplay and troc-mode (enhanced energyPack boost).
    *
    *
    *
    *   Info;   Native function SaveConfig();
    *
    *       Saves all config variables to the class's config file (see class modifiers). If the variables are already saved, this function will import their values into the classes.
    *
    *
    *
    *   Info:  Relation between distance and ingame Units
    *
    *       100 Units = 1,25 (config value)
    *
    */

    //#EndBlock

    class as extends Gameplay.Mutator config(tribesmodSettings);
    // Some unresolved issue with UCC forces the use of the name "as.uc" instead of another class name.

    //#StartBlock ========================================VARIABLES===============================================
    /* @effect ... variables
    *
    *   list of variables used in the mutator's main class; tribesmod. Ordered by function
    *
    */

    const MOD_VERSION = "tribesmod";
    //replication class reference
    var public class clientReplicationClass;
    var private bool spawnRepClass;
    //Change this in defaultproperties to enable the tests
    var public bool enableTests;
    //function modifyVehicles()
    var config bool EnablePod;
    var config bool EnableRover;
    var config bool EnableRoverGun;     //toggles between retail rover with anti-AA gun and rover without gun.
    var config bool EnableAssaultShip;
    var config bool EnableTank;
    //function modifyPlayerStart()
    var config class<Gameplay.CombatRole> SpawnCombatRole;
    var config int SpawnInvincibility;
    //function actorReplace()
    var config bool useDefaultBurner;
    var config float PlasmaPIVF;
    var config int PlasmaVelocity;
    var config int PlasmaEnergyUsage;
    //function removeBaseTurrets()
    var config bool RemoveBaseTurret;
    //function disableMineTurret()
    var config bool DisableDeployableTurrets;
    var config bool DisableMines;
    //function modifyStats()
    var config bool BonusStatsOn;
    //function PostBeginPlay()
    var config bool RunInTournament;
    //function PostBeginPlay()
    var config bool MTBalance;
    var config int MTTeamPlayerMin;
    var config int BRTeamPlayerMin;
    var config array<class<BaseDevice> > MTInclusionList;
    var config array<class<BaseDevice> > BRBaseDeviceInclusionList;
    var config bool BaseRape;
    //function Timer()
    var config bool TeamKillBanUser;
    var config int MaxTeamKills;
    var config int TimerInterval;
    //function Mutate()
    var private bool allowMutate;          // TEST: cannot be changed with console commands
    var private bool trocIsOn;
    var private bool bTournamentMode;
    //function actorReplace()
    var public float EnergyBoost;
    var public float EnergyDuration;
    //function MutateSpawnCombatRoleClass()
    var config float HOknockbackscale;
    var config int HOHealth;
    //function actorReplace()
    var config bool TankUsesMortarProjectile;
    var config int TankDefaultProjectileVelocity;
    var config int TankMortarProjectileVelocity;
    var config bool EnableDegrapple;

    //#EndBlock

    //#StartBlock ========================================FUNCTIONS===============================================

    function bool CTF() {
        /* @effect ... function
        *
        *   Called by modifyPlayerStart(). Will return true if the current map has a capture point (flag stand).
        *
        *   Time Stamp: 14-02-15 15:21:03
        */

        local GameClasses.CaptureStand FlagStand;
        foreach AllActors(class'GameClasses.CaptureStand', FlagStand)
            if (FlagStand != None)
                return true;
    }

    function bool tournamentOn() {
        /* @effect ... function
        *
        *   Called by PostBeginPlay(). Will return true if the current map is running in tournament mode.
        *
        *   Time Stamp: 14-02-15 15:21:29
        */

        if (!RunInTournament)
            return MultiplayerGameInfo(Level.Game).bTournamentMode;
        else
            return false;
    }

    simulated function PreBeginPlay() {
        /* @effect ... event
        *
        *   Allows the mutator to modify, remove, or replace any actor when spawned through this function.
        *   (exeptions include actors flagged as "bGameRelevant" or when PreBeginPlay() is overridden without calling super.PreBeginPlay())
        *   Most of these functions originate from dEhaV's original mod, "promod".
        *
        *   Time Stamp: 14-02-15 15:21:51
        */

        super.PreBeginPlay();

        log("************************");
        log("***    TribesMod     ***");
        log("************************");

        destroyClientReplicationClass();

        modifyCharacters();
        modifyPlayerStart();
        modifyFlagThrower();
        modifyVehicles();
        modifyBaseDeviceShieldClass();
        removeBaseTurrets();
        disableMineTurret();
        modifyStats();
    }

    simulated function destroyClientReplicationClass() {
        /*
        * @effect ...
        *
        *   function checks the loaded actors for class'ClientReplication' and destroys it if it was still alive.
        *   (Class ClientReplication extends Engine.LevelInfo and should in theory get destroyed whenever the map ends. This is just an additional check.
        *
        *   This function can be called ingame by any admin with the following mutate command: "admin mutate destroyrepclass".
        */

        local tribesmod.clientReplication cRep;

        if (cRep == None) {
            log("No remaining clientReplication class was found");
        } else {
            foreach Allactors (class'tribesmod.clientReplication', cRep)
                cRep.Destroy();

            log("class'clientReplication' has been destroyed");
        }
    }

    function modifyCharacters() {
        /* @effect ... function
        *
        *   Overwrites GameInfo.DefaultPlayerClassName and GameInfo.Default.DefaultPlayerClassName with tmodMultiplayerCharacter.
        *
        *   Time Stamp: 14-02-15 15:22:03
        */

        local Gameplay.GameInfo Instance;

        foreach AllActors(class'Gameplay.Gameinfo', Instance) {
            if (Instance != None) {
                Instance.Default.DefaultPlayerClassName = MOD_VERSION $ ".tmodMultiplayerCharacter";
                Instance.DefaultPlayerClassName = MOD_VERSION $ ".tmodMultiplayerCharacter";
            }
        }
    }

    function modifyPlayerStart() {
        /* @effect ... function
        *
        *   Allows server administratos to change which default armor class players will spawn in (defined in the configuration.ini file)
        *
        *   Time Stamp: 14-02-15 15:24:49
        */

        local Gameplay.MultiPlayerStart Start;

        foreach AllActors(class'Gameplay.MultiPlayerStart', Start) {
            if (Start != None && Start.combatRole != class'EquipmentClasses.CombatRoleLight' && CTF()) {
                Start.combatRole = SpawnCombatRole;
            }
            if (Start != None) {
                Start.invincibleDelay = SpawnInvincibility;
            }
        }
    }

    simulated function modifyFlagThrower() {
        /* @effect ... function
        *
        *   Allows the administrator to modify flag throwing properties. The default flag classes will be overwritten with the tribesmod clases.
        *
        *   Time Stamp: 14-02-15 15:24:24
        */

        local GameClasses.CaptureFlagImperial ImpFlag;
        local GameClasses.CaptureFlagBeagle BEFlag;
        local GameClasses.CaptureFlagPhoenix PnxFlag;

    	/*
    	ForEach( (class'GameClasses.CaptureFlagImperial') instance : AllActors(class'GameClasses.CaptureFlagImperial') ))

    	*/

        foreach AllActors(class'GameClasses.CaptureFlagImperial', ImpFlag)
            if(ImpFlag != None) {
                ImpFlag.carriedObjectClass = Class'tmodFlagThrowerImperial';
            }

        foreach AllActors(class'GameClasses.CaptureFlagBeagle', BEFlag)
            if(BEFlag != None) {
                BEFlag.carriedObjectClass = Class'tmodFlagThrowerBeagle';
            }

        foreach AllActors(class'GameClasses.CaptureFlagPhoenix', PnxFlag)
            if(PnxFlag != None) {
                PnxFlag.carriedObjectClass = Class'tmodFlagThrowerPhoenix';
            }
    }

    function modifyVehicles() {
        /* @effect ... function
        *
        *   Allows the administrator to decide which vehicle to spawn
        *
        *   Time Stamp: 14-02-15 15:23:53
        */

        local Gameplay.VehicleSpawnPoint vehiclePad;

        foreach AllActors(class'Gameplay.VehicleSpawnPoint', vehiclePad) {

            if(EnablePod) {
                if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehiclePod')
                vehiclePad.vehicleClass = class'tribesmod.tmodPod';
            } else if(!EnablePod) {
                    if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehiclePod')
                        vehiclePad.setSwitchedOn(false);
            }

            if(EnableRover) {
                if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleBuggy') {
                    if(EnableRoverGun) {
                        vehiclePad.vehicleClass = class'tribesmod.tmodDefaultBuggy';
                        } else {
                        vehiclePad.vehicleClass = class'tribesmod.tmodBuggy';
                    }
                }
            } else if(!EnableRover) {
                    if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleBuggy')
                        vehiclePad.setSwitchedOn(false);
            }

            if(EnableAssaultShip) {
                  if(vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleAssaultShip')
                vehiclePad.setSwitchedOn(true);
            } else if(!EnableAssaultShip) {
                    if(vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleAssaultShip')
                        vehiclePad.setSwitchedOn(false);
            }

            if(EnableTank) {
                  if(vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleTank')
                  vehiclePad.vehicleClass = class'tribesmod.tmodTank';
            } else if(!EnableTank) {

                if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleTank')
                    vehiclePad.setSwitchedOn(false);

            }
        }
    }

    function modifyBaseDeviceShieldClass() {
        /* @effect ... function
        *
        *   overwrites or adds a new shield class to the base devices (weak, medium or strong)
        *
        *   Time Stamp: 14-02-15 15:25:42
        */

        local BaseObjectClasses.BaseCatapult Catapult;
        local BaseObjectClasses.BaseInventoryStation InventoryStation;

        foreach AllActors(class'BaseObjectClasses.BaseCatapult', Catapult)
            if(Catapult != None)
                Catapult.personalShieldClass = Class'BaseObjectClasses.ScreenStrong';
                //Catapult.personalShieldClass = Class'BaseObjectClasses.ScreenDefault';
                //Catapult.personalShieldClass = Class'BaseObjectClasses.ScreenMedium';
                //Catapult.personalShieldClass = Class'BaseObjectClasses.ScreenWeak';

        foreach AllActors(class'BaseObjectClasses.BaseInventoryStation', InventoryStation)
            if(InventoryStation != None)
                InventoryStation.personalShieldClass = Class'BaseObjectClasses.ScreenMedium';
    }

    function removeBaseTurrets() {
        /* @effect ... function
        *
        *   Removes base turrets (not the deployable ones)
        *   | if (RemoveBaseTurret)
        *
        *   Time Stamp: 06-11-15 17:36:00
        */

        local BaseObjectClasses.BaseTurret BaseTurrets;
        local BaseObjectClasses.StaticMeshRemovable TurretBase;

        if(RemoveBaseTurret) {

            foreach AllActors(class'BaseObjectClasses.BaseTurret', BaseTurrets)
                if(BaseTurrets != None)
                    BaseTurrets.destroy();

            foreach AllActors(class'BaseObjectClasses.StaticMeshRemovable', TurretBase)
                if(BaseTurrets != None)
                    TurretBase.destroy();
        }
    }

    function disableMineTurret() {
        /* @effect ... function
        *
        *   Disables the deployable Turret and Mine stations
        *   | if (DisableDeployableTurrets && DisableMines)
        *
        *   Time Stamp: 06-11-15 17:37:19
        */

        local BaseObjectClasses.BaseDeployableSpawnTurret DeployableTurretStation;
        local BaseObjectClasses.BaseDeployableSpawnShockMine DeployableMineStation;

        if(DisableDeployableTurrets) {

            foreach AllActors(class'BaseObjectClasses.BaseDeployableSpawnTurret', DeployableTurretStation)
                if(DeployableTurretStation != None)
                    DeployableTurretStation.Destroy();
        }

        if (DisableMines) {
            foreach AllActors(class'BaseObjectClasses.BaseDeployableSpawnShockMine', DeployableMineStation)
                if(DeployableMineStation != None)
                    DeployableMineStation.Destroy();
        }
    }

    function modifyStats() {
        /* @effect ... function
        *
        *   Modifies and adds new game stats to the game.
        *
        *   Time Stamp: 22-02-15 15:26:58
        */

        local ModeInfo M;
        local int statCount;
        local int i;

        M = ModeInfo(Level.Game);

        if(M != None && BonusStatsOn) {
            //search for the already existing weapon stat and overwrite it
            for(i = 0; i < M.extendedProjectileDamageStats.Length; ++i) {
                //search by damage type
                if(M.extendedProjectileDamageStats[i].damageTypeClass == Class'EquipmentClasses.ProjectileDamageTypeSpinfusor') {
                    M.extendedProjectileDamageStats[i].extendedStatClass = Class'statMA';
                }
            }
            //Same as above: Search in the array of default stats, look for the correct weaponDamageType class, and modify the found stat.
            for(i = 0; i < M.projectileDamageStats.Length; ++i) {
                if(M.projectileDamageStats[i].damageTypeClass == Class'EquipmentClasses.ProjectileDamageTypeSniperRifle') {
                    M.projectileDamageStats[i].damageTypeClass = Class'tribesmod.tmodSniperProjectileDamageType';
                    M.projectileDamageStats[i].headShotStatClass = Class'statHS';
                }
            }

            statCount = M.extendedProjectileDamageStats.Length;
            M.extendedProjectileDamageStats.Insert(statCount, 8);       // We have 8 new stats

            //E-Blade       1
            M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'tribesmod.tmodBladeProjectileDamageType';
            M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statEBMA';
            ++statCount;

            // GLMA         2
            M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeGrenadeLauncher';
            M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statGLMA';
            ++statCount;

            // MMA          3
            M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeMortar';
            M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statMMA';
            ++statCount;

            //PMA           4
            M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeBurner';
            M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statPMA';
            ++statCount;

            //ED            5
            M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeSpinfusor';
            M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statEatDisc';
            ++statCount;

            //Rocketeer     6
            M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeRocketPod';
            M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statRocketeer';
            ++statCount;

            //OMG           7
            M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeSpinfusor';
            M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statOMG';
            ++statCount;

            //SPLASH        8
            M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeSpinfusor';
            M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statSplash';
            ++statCount;
        }
    }

    simulated function PostBeginPlay() {
        /* @effect ... event
        *
        *   Used to implement logic that should happen after engine-side initialisation of the actor. In our case, used for anti-baserape, anti-team kill and mines/turret control
        *   Most of these functions originate from dEhaV's original mod, "promod".
        *   This function will aslo spawn the ClientReplication class on all clients and server (this happens at map startup for the server, and right after a client has loaded the map).
        *
        *   Time Stamp: 14-02-15 15:27:24
        */

        super.PostBeginPlay();

        Spawn(class'tribesmod.clientReplication');
        SetStats();
        SaveConfigVariables();

        if(!tournamentOn() && CTF())     // Functions will never be called if the gamemode is not CTF, but will, if RunInTournament=true

        /*TEST WHEN OFF*/
        {
        UpdateMTDevices();
        UpdateBRDevices();
        SetTimer(TimerInterval, true);
        }

        ServerSaveConfig();
    }

    function setStats() {

        //maxDistance == vt + (1/2)at^2

        local float v;
        local float dT;
        local float a;

        v = Class'spinfusorProperties'.default.ProjectileVelocity;
        a = Class'spinfusorProperties'.default.AccelerationMagtitude;
        dT = Class'spinfusorProperties'.default.LifeSpan;

        class'tribesmod.statSplash'.default.minDistance = ((v*dT) + ((0.5*a) * (dT * dT)));
    }

    function SaveConfigVariables() {

        //Damage Needs to be set before the projectile class is initialised.
        Class'tmodProjectileSniperRifle'.default.damageAmt = Class'tmodProjectileSniperRifle'.default.sniperDamage;

    }

    function ServerSaveConfig() {
        /*
        *   Function is not simulated. This means the functions will be called on both client and server, but only the server will execute the code.
        *   In this case, only the server's TribesmodSettings.ini file needs to save the variables, so we do not simulate the function.
        */

        SaveConfig();
    }

    function Timer() {
        /* @effect ... function
        *
        *   Server-side timer (Server and clients are never in sync, so timers should never be simulated). Also takes care of the anti-teamkill system
        *
        *   Time Stamp: 15-02-15 15:28:06
        */

        local Controller C;
        local int s;
        local PlayerReplicationInfo P;

        if(MTBalance && !EnableMT())
        {
            MTBalance = false;
            UpdateMTDevices();
            Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 100);
        } else if(!MTBalance && EnableMT())
            {
                MTBalance = true;
                UpdateMTDevices();
                Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 101);
            }

        if(BaseRape && !EnableBR())
        {
            BaseRape = false;
            UpdateBRDevices();
            Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 103);
        } else if(!BaseRape && EnableBR())
            {
                BaseRape = true;
                UpdateBRDevices();
                Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 104);
            }

        //Anti-TK
        for (C = Level.ControllerList; C != none; C = C.nextController) {
            if(PlayerController(C) == none && !MultiplayerGameInfo(Level.Game).bTournamentMode)
                continue;

            P = C.PlayerReplicationInfo;

            if(P.playerName == "" || tribesReplicationInfo(P).team == None)
                continue;

            S = P.Score + MaxTeamKills;

            if(S==1 || S==2) {
                PlayerController(C).ReceiveLocalizedMessage(class'tmodGameMessage', 105, P);
                    return;
            }
            if(S<=0) {
                if(TeamKillBanUser) {
                    Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 106, P);
                    Level.Game.AccessControl.BanPlayer(PlayerController(C));

                    } else {
                        Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 107, P);
                        Level.Game.AccessControl.KickPlayer(PlayerController(C));
                }
            }
        }
    }

    function bool EnableMT() {
        /* @effect ... function
        *
        *   Enables mine and turret stations above a certain player amount
        *
        *   Time Stamp: 14-02-15 15:28:19
        */

        local TeamInfo Team;

        foreach AllActors(class'TeamInfo', Team) {
            if(Team != None)
                if(Team.numPlayers() < MTTeamPlayerMin)
                    return false;

            return true;
        }
    }

    function bool EnableBR() {
        /* @effect ... functionc
        *
        *   Enables base-rape  above a certain player amount
        *
        *   Time Stamp: 14-02-15 15:29:01
        */

        local TeamInfo Team;

        ForEach AllActors(Class'TeamInfo', Team) {
            if(Team != None)
                if(Team.numPlayers() < BRTeamPlayerMin)
                    return false;
            return true;
        }
    }

    function UpdateMTDevices() {
        /* @effect ... function
        *
        *   Updates Base station availability (timer based)
        *
        *   Time Stamp: 14-02-15 15:29:17
        */

        local BaseDevice Device;

        foreach AllActors(Class'BaseDevice', Device) {
            if(Device != None)
                if(ShouldModifyMTDevice(Device))
                    Device.setSwitchedOn(MTBalance);
        }
    }

    function UpdateBRDevices() {
        /* @effect ... function
        *
        *   Updates Base-rape status (timer based)
        *
        *   Time Stamp: 14-02-15 15:29:30
        */

        local BaseDevice Device;

        ForEach AllActors(Class'BaseDevice', Device) {
            if(Device != None)
                if(ShouldModifyBRDevice(Device))
                    Device.bCanBeDamaged = BaseRape;
        }
    }

    function bool ShouldModifyMTDevice(BaseDevice device) {
        /* @effect ... function
        *
        *   Defines list of affected BaseDevices (in array MTInclusionList)
        *
        *   Time Stamp: 14-02-15 15:29:46
        */

        local int i;

        for(i = 0; i < MTInclusionList.Length; i++) {
            if(device.IsA(MTInclusionList[i].Name))
                return true;
            return false;
        }
    }

    function bool ShouldModifyBRDevice(BaseDevice device) {
        /* @effect ... function
        *
        *   Defines list of affected BaseDevices (in array BRBaseDeviceInclusionList)
        *
        *   Time Stamp: 14-02-15 15:29:59
        */

        local int i;

        for(i = 0; i < BRBaseDeviceInclusionList.Length; i++) {
            if(device.IsA(BRBaseDeviceInclusionList[i].Name))
                return true;
            return false;
        }
    }

    event Actor ReplaceActor(Actor Other) {
        /* @effect ... event
        *
        *   find actors and replace their classes (This function is called whenever an actor is spawned in the game world).
        *   Note: Actor ReplaceActor() was a simulated event, this caused timer-based settings (like weapon firerate) to be occasionnaly out of sync with the server.
        *
        *   Tested the simulated property of the ReplaceActor event:
        *   Got unexpected behaviour from actors replaced in this event (more specifically the spinfusor projectile that seemed to have a different inherited velocity factor)
        *   Went back to a public event (UCC considers events and functions to be the same thing)
        *
        *   Time Stamp: 27-02-15 17:1l7:52
        */

        /*
        if(Other.IsA('anticsCharacterController')) {
            //catch antics' modified player controller class
            log("Found anticsCharacterController class");
            return Super.ReplaceActor(Other);
        }
        */

        if(Other.IsA('WeaponSpinfusor')) {

            //spawn(class'tribesmod.spinfusorProperties');

            WeaponSpinfusor(Other).projectileClass = class'tmodProjectileSpinfusor';
            WeaponSpinfusor(Other).projectileInheritedVelFactor = class'spinfusorProperties'.default.InheritedVelFactor;
            WeaponSpinfusor(Other).projectileVelocity = class'spinfusorProperties'.default.ProjectileVelocity;
            WeaponSpinfusor(Other).ammoUsage = class'spinfusorProperties'.default.AmmoUsage;
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('WeaponSniperRifle')) {
            WeaponSniperRifle(Other).projectileClass = Class'tmodProjectileSniperRifle';
            return Super.ReplaceActor(Other);
        }

        /*if(Other.IsA('WeaponSniperRifle')) {
            //LASER POINTER
            Other.Destroy();
            log("Destroyed orig sniper, replaced with beamer");
            return ReplaceWith(Other, MOD_VERSION $ ".tmodWeaponPointer");
        }*/

        if(Other.IsA('Grappler')) {
            if(EnableDegrapple)
                Grappler(Other).projectileClass = Class'tmodDegrappleProjectile';
            else
                Grappler(Other).projectileClass = Class'tmodGrapplerProjectile';

                // Increased grapple RPS by 10% to reduce the chance for the grapple bug to occur.
                //Grappler(Other).roundsPerSecond = 1.0;
                Grappler(Other).roundsPerSecond += Grappler(Other).roundsPerSecond / 10;
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('WeaponGrenadeLauncher')) {
            WeaponGrenadeLauncher(Other).projectileClass = Class'tmodProjectileGrenadeLauncher';
            WeaponGrenadeLauncher(Other).projectileInheritedVelFactor = class'tmodProjectileGrenadeLauncher'.default.GrenadeLauncherPIVF;
            WeaponGrenadeLauncher(Other).projectileVelocity = class'tmodProjectileGrenadeLauncher'.default.GrenadeLauncherProjectileVelocity;
            WeaponGrenadeLauncher(Other).ammoUsage = class'tmodProjectileGrenadeLauncher'.default.GrenadeLauncherAmmoUsage;
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('WeaponMortar')) {
            WeaponMortar(Other).projectileClass = Class'tmodProjectileMortar';
            WeaponMortar(Other).projectileInheritedVelFactor = class'tmodProjectileMortar'.default.MortarPIVF;
            WeaponMortar(Other).projectileVelocity = class'tmodProjectileMortar'.default.MortarProjectileVelocity;
            WeaponMortar(Other).ammoUsage = class'tmodProjectileMortar'.default.MortarAmmoUsage;
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('WeaponChaingun')) {
            WeaponChaingun(Other).projectileClass = Class'tmodProjectileChaingun';
            WeaponChaingun(Other).projectileVelocity=class'tmodProjectileChaingun'.default.projectileVelocity;
            WeaponChaingun(Other).projectileInheritedVelFactor=class'tmodProjectileChaingun'.default.projectileInheritedVelFactor;
            WeaponChaingun(Other).roundsPerSecond=class'tmodProjectileChaingun'.default.roundsPerSecond;
            WeaponChaingun(Other).spinPeriod=class'tmodProjectileChaingun'.default.spinPeriod;
            WeaponChaingun(Other).speedCooldownFactor=class'tmodProjectileChaingun'.default.speedCooldownFactor;
            WeaponChaingun(Other).heatPeriod=class'tmodProjectileChaingun'.default.heatPeriod;
            WeaponChaingun(Other).maxSpread=class'tmodProjectileChaingun'.default.maxSpread;
            WeaponChaingun(Other).minSpread=class'tmodProjectileChaingun'.default.minSpread;
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('WeaponRocketPod')) {
            WeaponRocketPod(Other).projectileClass = class'tmodProjectileRocketPod';
            //save weapon properties in projectile class to keep the main class clean
            WeaponRocketPod(Other).projectileVelocity = class'tmodProjectileRocketPod'.default.projectileVelocity;
            WeaponRocketPod(Other).projectileInheritedVelFactor = class'tmodProjectileRocketPod'.default.projectileInheritedVelFactor;
            WeaponRocketPod(Other).roundsPerSecond = class'tmodProjectileRocketPod'.default.roundsPerSecond;
            WeaponRocketPod(Other).launchDelay = class'tmodProjectileRocketPod'.default.launchDelay;
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('WeaponBuckler')) {
            // from compmod07
            WeaponBuckler(Other).checkingDamage = 0;        //was 15
            WeaponBuckler(Other).checkingDmgVelMultiplier = 0;  //was 0.01
            WeaponBuckler(Other).checkingMultiplier = 0;    //was 300
            WeaponBuckler(Other).minCheckRate = 0;          //was 0.2
            WeaponBuckler(Other).minCheckVelocity = 0;      //was 800
        }

        if(Other.IsA('WeaponBlaster')) {
            WeaponBlaster(Other).projectileClass = class'tmodProjectileBlaster';
            WeaponBlaster(Other).spread = class'tmodProjectileBlaster'.default.BlasterSpread;
            WeaponBlaster(Other).numberOfBullets = class'tmodProjectileBlaster'.default.BlasterBulletAmount;
            WeaponBlaster(Other).roundsPerSecond = class'tmodProjectileBlaster'.default.BlasterRoundsPerSecond;
            WeaponBlaster(Other).energyUsage = class'tmodProjectileBlaster'.default.BlasterEnergyUsage;
            WeaponBlaster(Other).projectileVelocity = class'tmodProjectileBlaster'.default.BlasterVelocity;
            WeaponBlaster(Other).projectileInheritedVelFactor = class'tmodProjectileBlaster'.default.BlasterPIVF;
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('WeaponBurner')) {
            if(!class'tmodProjectilePlasma'.default.useDefaultBurner) {
                WeaponBurner(Other).projectileClass = class'tmodProjectilePlasma';
                WeaponBurner(Other).projectileInheritedVelFactor = class'tmodProjectilePlasma'.default.PlasmaPIVF; //was .4
                WeaponBurner(Other).projectileVelocity = class'tmodProjectilePlasma'.default.PlasmaVelocity; //was 4700
                WeaponBurner(Other).energyUsage = class'tmodProjectilePlasma'.default.PlasmaEnergyUsage;
                WeaponBurner(Other).localizedname = class'tmodProjectilePlasma'.default.localizedName;
            }
            return Super.ReplaceActor(Other);
        }

        /*if(Other.IsA('WeaponHandGrenade')) {
            //Does not work
            Other.Destroy();
            return ReplaceWith(Other, MOD_VERSION $ ".tmodWeaponHandGrenade");
        }*/

        if(Other.IsA('WeaponEnergyBlade')) {
            Other.Destroy();
            return ReplaceWith(Other, MOD_VERSION $ ".tmodWeaponEnergyBlade");
        }

        if(Other.IsA('SpeedPack')) {
            Other.Destroy();
            return ReplaceWith(Other, MOD_VERSION $ ".tmodPackSpeed");
        }

        if(Other.IsA('ShieldPack')) {
            Other.Destroy();
            return ReplaceWith(Other, MOD_VERSION $ ".tmodPackShield");
        }

        if(Other.IsA('RepairPack')) {
            Other.Destroy();
            return ReplaceWith(Other, MOD_VERSION $ ".tmodPackRepair");
        }

        if(Other.IsA('EnergyPack')) {
            EnergyPack(Other).boostImpulsePerSecond = EnergyBoost;
            EnergyPack(Other).durationSeconds = EnergyDuration;
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('WeaponVehicleTank')) {
            if(TankUsesMortarProjectile)
                {
                    WeaponVehicleTank(Other).aimClass = Class'AimArcWeapons';
                    WeaponVehicleTank(Other).projectileClass = Class'tribesmod.tmodTankRound';
                    WeaponVehicleTank(Other).projectileVelocity = TankMortarProjectileVelocity;
                    WeaponVehicleTank(Other).ammoUsage = 0; //was 1
                } else {
                    WeaponVehicleTank(Other).aimClass = Class'AimProjectileWeapons';
                    WeaponVehicleTank(Other).projectileVelocity = TankDefaultProjectileVelocity;
                    WeaponVehicleTank(Other).ammoUsage = 0; //was 1
                }
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('CatapultDeployable')) {
            CatapultDeployable(Other).basedeviceClass = Class'tmodDeployedCatapult';
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('InventoryStationDeployable')) {
            InventoryStationDeployable(Other).basedeviceClass = Class'tmodDeployedInventoryStation';
            return Super.ReplaceActor(Other);
        }

        if(Other.IsA('CloakPack')) {
        // anti gameplay hack
            Other.Destroy();
            return ReplaceWith(Other, MOD_VERSION $ ".tmodAntiCloak");
        }

        return Super.ReplaceActor(Other);
    }

    function string MutateSpawnCombatRoleClass(Character c) {
        /* @effect ... function
        *
        *   Function copied form promod.
        *
        *   Time Stamp: 20-02-15 15:31:21
        */

        local int i, j;

        //Heavies. Knockback of weapon explosions decreased to balance health increase with disc jumping.  Copied from Vanilla Plus. Thank you Odio
        c.team().combatRoleData[2].role.default.armorClass.default.knockbackScale = HOknockbackscale; //was 1.175
        c.team().combatRoleData[2].role.default.armorClass.default.health = HOHealth; //was 195

        c.team().combatRoleData[0].role.default.armorClass.default.AllowedWeapons = class<Armor>(DynamicLoadObject("tribesmod.tmodArmorLight", class'class')).default.AllowedWeapons;
        c.team().combatRoleData[1].role.default.armorClass.default.AllowedWeapons = class<Armor>(DynamicLoadObject("tribesmod.tmodArmorMedium", class'class')).default.AllowedWeapons;
        c.team().combatRoleData[2].role.default.armorClass.default.AllowedWeapons = class<Armor>(DynamicLoadObject("tribesmod.tmodArmorHeavy", class'class')).default.AllowedWeapons;

        for(i = 0; i < c.team().combatRoleData.length; i++)
        {
            for(j = 0; j < c.team().combatRoleData[i].role.default.armorClass.default.AllowedWeapons.length; j++)
            {
               if(c.team().combatRoleData[i].role.default.armorClass.default.AllowedWeapons[j].typeClass == Class'EquipmentClasses.WeaponBurner')
                   c.team().combatRoleData[i].role.default.armorClass.default.AllowedWeapons[j].quantity = 25 + i *5;
            }
        }
        return Super.MutateSpawnCombatRoleClass(c);
    }

    simulated function Mutate(string Command, PlayerController Sender) {
        /* @effect ... function
        *
        *   Mutate function allows clients to execute functions defined in the mutator tribesmod. (such as enabling troc).
        *   Mutate function is required to be simulated for clients to call it.
        *
        *    Time Stamp: 20-02-15 15:31:46
        */

        local string ParsedString;

        // TODO: Anonym adminlogin

        //  All defined commands require admin privileges to be executed
        if(allowMutate && Sender.AdminManager.bAdmin) {

            //  (admin) mutate troc
            if(Command ~= "troc") {
                if(!trocIsOn) {
                    energyBoost = class'tmodPackEnergy'.default.TROCenergyBoost;
                    energyDuration = class'tmodPackEnergy'.default.TROCenergyDuration;
                    Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 112);
                    trocIsOn = true;
                } else {
                    energyBoost = class'tmodPackEnergy'.default.DEFAULTenergyBoost;
                    energyDuration = class'tmodPackEnergy'.default.DEFAULTenergyBoost;
                    Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 113);
                    trocIsOn = false;
                }
            }

            // (admin) mutate time [int]
            else if (Left(Command, 4) ~= "time") {
                parsedString = Locs(Command);
                parsedString -= "time ";

                if ( int(parsedString) < 0 )
                    parsedString = "0";

                //ccmd will apply the new game duration to every
                Sender.ConsoleCommand("set rounddata duration" @parsedString);
            }

            // (admin) mutate tournament
            else if (Command ~= "tournament") {

                if(!bTournamentMode) {
                    //Cast broadcast msg to sender
                    Sender.ClientMessage("Tournament Mode is enabled.");
                    Sender.ConsoleCommand("admin set multiplayergameinfo bTournamentMode 1");
                    bTournamentMode = true;
                    } else {
                    //Cast broadcast msg to sender
                    Sender.ClientMessage("Tournament Mode is disabled.");
                    Sender.ConsoleCommand("admin set multiplayergameinfo bTournamentMode 0");
                    bTournamentMode = false;
                }
            }

            //  (admin) mutate test
            else if (Command ~= "HelloWorld") {
                Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 110);
            }

            //  (admin) mutate adminTest
            else if (Command ~= "admintest") {
                Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 111);
            }

            //  (admin) mutate help
            else if (Command ~= "help") {
            Sender.ClientMessage("List of available tribesmod commands:");
            Sender.ClientMessage("mutate troc               Toggles Between trocmode and default EnergyPack");
            Sender.ClientMessage("mutate time [value]       Adds [value] minutes to the game gime.");
            Sender.ClientMessage("mutate tournament         Toggles between tournament mode on or off. (takes effect after map change)");
            }

            // (admin) Destroy and respawn the replication class
            else if (Command ~= "RespawnRepclass") {
                destroyClientReplicationClass();
                log("*************** ADMIN SPAWNED NEW CLIENTREPLICATION CLASS **************");
                Spawn(class'tribesmod.clientReplication');
            }

            else if (Command ~= "destroyrepclass") {
                destroyClientReplicationClass();
            }

            else if (Command ~= "reload") {
                SaveConfigVariables();
            }
        }

        else if (!allowMutate) {
            // cast error to Sender
            Sender.ClientMessage("Mutate commands are disabled");
        }

        else if (!Sender.AdminManager.bAdmin) {
           // cast error to Sender
           Sender.ClientMessage("You do not have the required permission to execute this command");
        }
    }

    simulated function ModifyPlayer(Pawn Other) {
        /* @effect ... function
        *
        *   Called by the server every time a player spawns
        */

        super.ModifyPlayer(Other);
    }

    simulated event Destroyed() {

        log("*** ======================= DESTROYED AS CLASS ======================= ***");
    }

    //#EndBlock

    //#StartBlock ====================================DEFAULTPROPERTIES===========================================

        /* @effect ... DEFAULTPROPERTIES
        *
        *   Defines values to the variables (more info: http://wiki.beyondunreal.com/Legacy:Default_Properties )
        *   Contains inherited properties form Engine.Mutator
        *
        *   Comments inside the defaultproperties field should be avoided
        */

    defaultproperties {

        SpawnCombatRole = class'EquipmentClasses.CombatRoleLight'
        SpawnInvincibility = 2
        HOknockbackscale=1.175000
        HOHealth=195

        EnablePod = true
        EnableRover = true
        EnableRoverGun = true
        EnableAssaultShip = true
        EnableTank = true
        TankUsesMortarProjectile = false
        TankDefaultProjectileVelocity = 6000
        TankMortarProjectileVelocity = 6000

        EnergyBoost = 75000.000000
        EnergyDuration = 1.000000

        RemoveBaseTurret = false
        DisableDeployableTurrets = false
        DisableMines = false

        BonusStatsOn = true
        RunInTournament = true
        allowMutate = true
        enableTests = false
        trocIsOn = false
        bTournamentMode = false
        EnableDegrapple = true
        clientReplicationClass = class'clientReplication'
        spawnRepClass = true

        MTBalance = true
        MTTeamPlayerMin = 3
        BRTeamPlayerMin = 6
        BaseRape = false
        TeamKillBanUser = false
        MaxTeamKills = 3
        TimerInterval = 45

        bAddToServerPackages = true
        FriendlyName = "TribesMod, created by Cobra."
        Description = "Mutator code: tribesmod.as, settings in tribesmodSettings.ini and tribesmod.int. Big Thanks to dEhaV for releasing the promod's source!"
    }

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Class file time: po 8.1.2018 22:01:56.000 - Creation time: st 23.5.2018 00:10:42.337 - Created with UnCodeX