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//      GunGameSandbox v.1.1 - (c) by Mutant117      //
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1. Description:

 GunGameSandbox brings along two unique gametypes: GunGame and Team GunGame. These new gametypes are highly modifiable, so users can use a set of settings to alter the gameplay heavily.
 GunGame in basic is meant to be fun, players gain further weapons the more kills they achieve.


2. Installation/Deinstallation

 - Installation:
   Place GunGameSandbox.u and GunGameSandbox.ucl in your UT2004 system folder (may be found in "X\Programs\Unreal Tournament 2004").

 - Deinstallation:
   Remove GunGameSandbox.u, GunGameSandbox.ucl and GunGameSandbox.ini (generated when first started) from your UT2004 system folder.


3. GunGame:

 This is the non-team version, every player is on its own.

 Configurable settings:
  - Start Health:		This is the amount of health all players start with.

  - Start Shield:		This is the amount of shield/armor all players start with.

  - Adrenaline Enabled:		Disables adrenaline gaining -> no adrenaline combos (berzerk, invisible, booster, speed,...) are available.

  - Cure Award:			This is the healthamount players get for kills, if the health is maxed this will continue to be added to the shield strength of the respective player.

  - Iteration Award:		When a player iterated through the 'WeaponList' (only possible when 'Victory Condition' != 'GunLevel') he will get this award on his lives/goalscore depending on 'Victory Condition'.

  - Remove Adrenaline Pickups:	This removes adrenaline pickup.

  - Remove Health:		This removes all health pickups.

  - Remove Shield:		This removes all shield pickups.

  - Remove DoubleDamage:	This removes all double damage pickups.

  - Victory Condition:		This defines which condition will lead to victory.
				GunLevel	The first player reaching the highest 'GunLevel' by performing a kill with the last weapons wins the match.
				GoalScore	The first player reaching the 'GoalScore' limit first wins the match.
				Lives		The last player alive wins the match.

  - Ammo Handling:		This defines how to handle ammunition.
				Unlimited	Every weapon has unlimited ammo.
				Downgrading 	Every weapon has an initial amount of ammo (except the first weapon and standard weapon), if a player goes out of ammo then he gets the previous weapon.

  - Std. Weapon Feature:	This defines how to handle kills done with the standard weapon.
				DecreaseFactor	The killed player's GunLevel/Score/Lives (depending on 'Victory Condition') will be decreased by this value.
				StealFactor	The killer steals this amount of GunLevel/Score/Lives from killed. If killed has nothing the killer also gets nothing.
				IncreaseFactor	The killer's GunLevel/Score/Lives will be increased by this value.
				Normal		Std. weapon kills behave as all other weapon kills.

  - Std. Weapon Factor:		This defines the value of the effect of an standard weapon kill. Useless when 'Std. Weapon Feature' = Normal.

  - Kill Amount:		This indicates the amount of kills needed to level up and get the next weapon.

  - Use Custom Weapons:		Enables custom weapon set defined in 'Custom Weapons'.

  - Custom Weapons:		A custom weapon set can be defined here. The first weapon in the list defines the standard weapon which will always stay in all players' inventories. Players are going to iterate through this list then by achieving kills.
				The list has to be defined like that: Package.WeaponClass;Package.WeaponClass;Package.WeaponClass
				The ';' is the divider that seperates each weapon class and has to be set between them.
				Example: XWeapons.ShieldGun;XWeapons.BioRifle;XWeapons.ShockRifle;XWeapons.FlakCannon
				The players initially spawn with ShieldGun (standard weapon) and BioRifle (first weapon).

  - Late Entry Cutoff:		This can only be used in online games ('Server Rules'). It restricts that spectators or new players enters the game when the match is too far (used for 'Lives' play).
				When one active player has lost MORE(!!) lives than that value defines, nobody can join the game anymore.
                                Late Entry Cutoff = "0" -> If a player dies once joining get blocked.
                                Late Entry Cutoff = "1" -> If a player dies twice joining get blocked.
				Actually, this is the same variable also used in 'Last Man Standing'.


4. Team GunGame

 This is the team-based version of GunGame, players have to fight within teams.

 Configurable settings:
  - Victory Condition:		This defines which condition will lead to victory.
				GunLevel	The team of the player reaching the highest 'GunLevel' by performing a kill with the last weapons wins the match.
				GoalScore	The team reaching the 'GoalScore' limit first wins the match.
				Lives		The team of the last player alive wins the match.

  - Mode:			This defines how Team GunGame works.
				Turn-Based	The team members spawn next to each other (at a spawn base). Everyone has one life and is out when being killed. When one whole team has been viped out a new round will be initialized and both teams are going to spawn again. The spawn bases will be swapped every new round.
				Tournament	Every player will instantly respawn after dying at any place in the map.


5. Special Note:

 I intergrated two "new" weapons, the GG-DualAssaultRifle and the GG-AVRiL (improved Bot behaviour).
 So, if you want to integrate these weapons in your custom weapon add these lines:
  1. GG-AVRiL:  		GunGameSandbox.GGAVRiL
  2. GG-DualAssaultRifel:	GunGameSandbox.GGDualAR

 Furthermore, the GunGame-Sandbox is theoretically compatible with every weapon pack, also custom pawn/controller classes can be used with GunGame-Sandbox.
 GunGame-Sandbox just has its own PlayerReplicationInfo that MUSTN'T be changed!


6. Permissions:

 You are free to use this mod on your servers.
 Anyway, you are not allowed to alter GunGameSandbox or use parts of it without my permision.
 Furthermore, you are not allowed to re-release GunGameSandbox under your name.

 E-Mail: viper_squad@hotmail.de


7. Changelog

 1.0->1.1:
  - "Kill Amount" added
  - Icreased custom weaponlist limitation from 768->1024
  - Fixed weapon switch issue if weapon is out of ammo
  - Fixed issue when ammo won't be added to std. weapon (when playing with unlimited ammo)
  - Enhanced multikill support (handle massive levelling at the same time)