Fix formatting
This commit is contained in:
parent
6a13c509a2
commit
8583bef23d
@ -10,7 +10,7 @@
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* be used based on game info's settings;
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* 3. `Report...()` methods that perform various validation checks
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* (and log them) on config data.
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* Copyright 2021 Anton Tarasenko
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* Copyright 2021-2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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@ -101,6 +101,7 @@ protected function FromData(HashTable source)
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local int i;
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local ArrayList nextArray;
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local HashTable nextPair;
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if (source == none) {
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return;
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}
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@ -133,6 +134,7 @@ private final function FeatureConfigPair HashTableIntoPair(HashTable source)
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{
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local Text nextText;
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local FeatureConfigPair result;
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if (source == none) {
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return result;
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}
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@ -152,6 +154,7 @@ private final function array<string> DynamicIntoStringArray(ArrayList source)
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local int i;
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local Text nextText;
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local array<string> result;
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if (source == none) {
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return result;
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}
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@ -168,6 +171,7 @@ protected function array<Text> StringToTextArray(array<string> input)
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{
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local int i;
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local array<Text> result;
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for (i = 0; i < input.length; i += 1) {
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result[i] = _.text.FromString(input[i]);
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}
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@ -209,8 +213,9 @@ public function Text GetDifficulty()
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public function ReportIncorrectSettings(
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array<Packages.FeatureConfigPair> featuresToEnable)
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{
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local int i;
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local int i;
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local array<string> featureNames, featuresToReplace;
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for (i = 0; i < featuresToEnable.length; i += 1) {
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featureNames[i] = string(featuresToEnable[i].featureClass);
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}
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@ -233,6 +238,7 @@ public function ReportIncorrectSettings(
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public function ReportBadMutatorNames()
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{
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local int i;
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for (i = 0; i < includeMutator.length; i += 1)
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{
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if (!ValidateServerURLName(includeMutator[i]))
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@ -266,8 +272,9 @@ private function ValidateFeatureArray(
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array<string> whole,
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string arrayName)
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{
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local int i, j;
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local bool foundItem;
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local int i, j;
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local bool foundItem;
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for (i = 0; i < subset.length; i += 1)
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{
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foundItem = false;
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@ -302,9 +309,10 @@ private function ValidateFeatureArray(
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public function UpdateFeatureArray(
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out array<Packages.FeatureConfigPair> featuresToEnable)
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{
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local int i;
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local Text newConfigName;
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local string nextFeatureClassName;
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local int i;
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local Text newConfigName;
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local string nextFeatureClassName;
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for (i = 0; i < featuresToEnable.length; i += 1)
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{
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nextFeatureClassName = string(featuresToEnable[i].featureClass);
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@ -334,6 +342,7 @@ public function UpdateFeatureArray(
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private function bool FeatureExcluded(string featureClassName)
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{
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local int i;
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for (i = 0; i < excludeFeature.length; i += 1)
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{
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if (excludeFeature[i] ~= featureClassName) {
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@ -346,6 +355,7 @@ private function bool FeatureExcluded(string featureClassName)
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private function Text TryReplacingFeatureConfig(string featureClassName)
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{
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local int i;
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for (i = 0; i < includeFeatureAs.length; i += 1)
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{
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if (includeFeatureAs[i].feature ~= featureClassName) {
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@ -358,6 +368,7 @@ private function Text TryReplacingFeatureConfig(string featureClassName)
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private function bool FeatureInIncludedArray(string featureClassName)
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{
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local int i;
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for (i = 0; i < includeFeature.length; i += 1)
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{
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if (includeFeature[i] ~= featureClassName) {
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@ -371,6 +382,7 @@ public function array<Text> GetIncludedMutators()
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{
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local int i;
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local array<string> validatedMutators;
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for (i = 0; i < includeMutator.length; i += 1)
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{
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if (ValidateServerURLName(includeMutator[i])) {
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@ -1,7 +1,7 @@
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/**
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* The only implementation for `BaseGameMode` suitable for standard
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* killing floor game types.
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* Copyright 2021 Anton Tarasenko
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* Copyright 2021-2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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@ -59,6 +59,7 @@ protected function HashTable ToData()
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local int i;
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local ArrayList nextArray;
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local HashTable result, nextPair;
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result = super.ToData();
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if (result == none) {
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return none;
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@ -86,6 +87,7 @@ protected function FromData(HashTable source)
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local GameOption nextGameOption;
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local ArrayList nextArray;
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local HashTable nextPair;
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super.FromData(source);
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if (source == none) {
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return;
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@ -153,6 +155,7 @@ public function Text GetMapPrefix()
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public function ReportBadOptions()
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{
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local int i;
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for (i = 0; i < option.length; i += 1)
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{
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if ( !ValidateServerURLName(option[i].key)
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@ -173,6 +176,7 @@ public function HashTable GetOptions()
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{
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local int i;
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local HashTable result;
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result = _.collections.EmptyHashTable();
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for (i = 0; i < option.length; i += 1)
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{
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@ -72,6 +72,7 @@ private function InitializeServer()
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local LevelCore serverCore;
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local GameMode currentGameMode;
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local array<FeatureConfigPair> availableFeatures;
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if (clientside) {
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AddToPackageMap("Acedia");
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}
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@ -132,10 +133,13 @@ function ServerTraveling(string URL, bool bItems)
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// This can lead to serious problems, so such diagnostic check is warranted.
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private function CheckForGarbage()
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{
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local int leftoverObjectAmount, leftoverActorAmount, leftoverDBRAmount;
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local int leftoverObjectAmount;
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local int leftoverActorAmount;
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local int leftoverDBRAmount;
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local AcediaObject nextObject;
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local AcediaActor nextActor;
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local DBRecord nextRecord;
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foreach AllObjects(class'AcediaObject', nextObject) {
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leftoverObjectAmount += 1;
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}
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@ -181,6 +185,7 @@ public final function array<FeatureConfigPair> GetAutoConfigurationInfo()
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private function EnableFeatures(array<FeatureConfigPair> features)
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{
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local int i;
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for (i = 0; i < features.length; i += 1)
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{
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if (features[i].featureClass == none) continue;
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@ -196,6 +201,7 @@ private function EnableFeatures(array<FeatureConfigPair> features)
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private function SetupMutatorSignals()
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{
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local ServerUnrealService service;
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service = ServerUnrealService(class'ServerUnrealService'.static.Require());
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onMutateSignal = Mutator_OnMutate_Signal(
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service.GetSignal(class'Mutator_OnMutate_Signal'));
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@ -1,6 +1,6 @@
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/**
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* This actor's role is to add Acedia mutator on listen and dedicated servers.
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* Copyright 2019 Anton Tarasenko
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* Copyright 2019-2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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@ -5,7 +5,7 @@
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* data from Acedia's game modes.
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* Requires `GameInfo`'s voting handler to be derived from
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* `XVotingHandler`, which is satisfied by pretty much every used handler.
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* Copyright 2021 Anton Tarasenko
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* Copyright 2021-2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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@ -109,6 +109,7 @@ public final function InjectIntoVotingHandler()
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local GameMode nextGameMode;
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local XVotingHandler votingHandler;
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local array<VotingHandler.MapVoteGameConfig> newVotingHandlerConfig;
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if (votingHandlerReference != none) {
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return;
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}
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@ -139,6 +140,7 @@ private function VotingHandler.MapVoteGameConfig BuildVotingHandlerConfig(
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GameMode gameMode)
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{
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local VotingHandler.MapVoteGameConfig result;
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result.gameClass = _.text.IntoString(gameMode.GetGameTypeClass());
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result.gameName = _.text.ToColoredString(gameMode.GetTitle());
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result.prefix = _.text.IntoString(gameMode.GetMapPrefix());
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@ -153,6 +155,7 @@ private function string BuildMutatorString(GameMode gameMode)
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local int i;
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local string result;
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local array<Text> usedMutators;
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usedMutators = gameMode.GetIncludedMutators();
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for (i = 0; i < usedMutators.length; i += 1)
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{
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@ -171,6 +174,7 @@ private function string BuildOptionsString(GameMode gameMode)
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local string nextKey, nextValue;
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local CollectionIterator iter;
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local HashTable options;
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options = gameMode.GetOptions();
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for (iter = options.Iterate(); !iter.HasFinished(); iter.Next())
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{
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@ -197,6 +201,7 @@ public final function PrepareForServerTravel()
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local string nextGameClassName;
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local class<GameInfo> nextGameClass;
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local XVotingHandler votingHandler;
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if (votingHandlerReference == none) return;
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votingHandler = XVotingHandler(votingHandlerReference.Get());
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if (votingHandler == none) return;
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@ -259,6 +264,7 @@ public final function GameMode SetupGameModeAfterTravel()
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public final function RestoreVotingHandlerConfigBackup()
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{
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local XVotingHandler votingHandler;
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if (votingHandlerReference == none) return;
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votingHandler = XVotingHandler(votingHandlerReference.Get());
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if (votingHandler == none) return;
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@ -283,8 +289,9 @@ private function GameMode GetConfigFromString(string configName)
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// KF's numeric one.
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private final function int GetNumericDifficulty(GameMode gameMode)
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{
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local int i;
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local string difficulty;
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local int i;
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local string difficulty;
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difficulty = Locs(_.text.IntoString(gameMode.GetDifficulty()));
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for (i = 0; i < default.beginnerSynonyms.length; i += 1)
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{
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