LadderInventory
class LadderInventory extends Inventory; // Game var travel int Slot; // Savegame slot. // Ladder var travel int TournamentDifficulty; var travel int PendingChange; // Pending Change // 0 = None 1 = DM // 2 = CTF 3 = DOM // 4 = AS var travel int PendingRank; var travel int PendingPosition; var travel int LastMatchType; var travel Class<Ladder> CurrentLadder; // Deathmatch var travel int DMRank; // Rank in the ladder. var travel int DMPosition; // Position in the ladder. // Capture the Flag var travel int CTFRank; var travel int CTFPosition; // Domination var travel int DOMRank; var travel int DOMPosition; // Assault var travel int ASRank; var travel int ASPosition; // Challenge var travel int ChalRank; var travel int ChalPosition; // TeamInfo var travel class<RatedTeamInfo> Team; var travel int Face; var travel string Sex; var travel string SkillText; function Reset() { TournamentDifficulty = 0; PendingChange = 0; PendingRank = 0; PendingPosition = 0; LastMatchType = 0; CurrentLadder = None; DMRank = 0; DMPosition = 0; CTFRank = 0; CTFPosition = 0; DOMRank = 0; DOMPosition = 0; ASRank = 0; ASPosition = 0; ChalRank = 0; ChalPosition = 0; Face = 0; Sex = ""; } function TravelPostAccept() { if (DeathMatchPlus(Level.Game) != None) { Log("LadderInventory: Calling InitRatedGame"); DeathMatchPlus(Level.Game).InitRatedGame(Self, PlayerPawn(Owner)); } } function GiveTo( Pawn Other ) { Log(Self$" giveto "$Other); Super.GiveTo( Other ); } function Destroyed() { Log("Something destroyed a LadderInventory!"); Super.Destroyed(); } defaultproperties { TournamentDifficulty=1 bHidden=True }
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