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// ============================================================================ // JBAddonPersistence // Copyright 2006 by Mitchell "mdavis" Davis <mitchelld02@yahoo.com> // // This addon will allow winning players to keep their weapons for the next // round. // ============================================================================ class JBAddonPersistence extends JBAddon CacheExempt; // ============================================================================ // Variables // ============================================================================ var() const editconst string Build; var() config bool bUprising; var() config int nHealth; //============================================================================= // Localization //============================================================================= var localized string UprisingText, UprisingDesc; var localized string HealthTransferText, HealthTransferDesc; // ============================================================================ // PostBeginPlay // // Register the new rules to the current map. // ============================================================================ function PostBeginPlay() { local JBGameRulesPersistence PersistentRules; Super.PostBeginPlay(); PersistentRules = Spawn(class'JBGameRulesPersistence'); if(PersistentRules != None) { if(Level.Game.GameRulesModifiers == None) Level.Game.GameRulesModifiers = PersistentRules; else Level.Game.AddGameModifier(PersistentRules); } else { Log("***Failed to add JBGameRulesPersistence***"); Destroy(); } } //============================================================================= // FillPlayInfo // // Adds configurable Avenger properties to the web admin interface. //============================================================================= static function FillPlayInfo(PlayInfo PlayInfo) { //add current class to stack PlayInfo.AddClass(default.Class); //now register any mutator settings PlayInfo.AddSetting(PlayInfoGroup(), "bUprising", default.UprisingText, 0, 0, "Text", "3;1:200"); PlayInfo.AddSetting(PlayInfoGroup(), "nHealth", default.HealthTransferText, 0, 0, "Text", "3;1:200"); //remove mutator class from class stack PlayInfo.PopClass(); } //============================================================================= // GetDescriptionText // // Returns a description text for the specified property. //============================================================================= static event string GetDescriptionText(string PropName) { switch(PropName) { case "bUprising": return default.UprisingDesc; case "nHealth": return default.HealthTransferDesc; } } //============================================================================= // Default properties //============================================================================= defaultproperties { ConfigMenuClassName="JBAddonPersistence.JBGUIPanelConfigPersistence" bUprising = false; UprisingText="The Uprising" UprisingDesc="Giving capturing players' weapons to the captured." nHealth = 0; HealthTransferText="Health Transfer" HealthTransferDesc="Give a percentage of health from the capturing players to the captured players." Build="%%%%-%%-%% %%:%%" FriendlyName="Persistence" Description="The winning team will be able to keep their weapons and other attributes upon the start of a new round." }