Legacy:LadderInventory
<uscript> 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
} </uscript>
Category:Legacy To Do – Wikify and markup