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UTGame.UTPlayerController


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/**
 * UTPlayerController
 *
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */

class UTPlayerController extends GamePlayerController
    dependson(UTPawn)
    dependson(UTCustomChar_Data)
    dependson(UTProfileSettings)
    config(Game)
    native;
























































































































 



#linenumber 14









const GS_USERNAME_MAXLENGTH                  = 15;
const GS_PASSWORD_MAXLENGTH                  = 30;
const GS_MESSAGE_MAXLENGTH                   = 255;
const GS_EMAIL_MAXLENGTH                     = 50;
const GS_CDKEY_PART_MAXLENGTH                = 4;


const CONTEXT_PRESENCE_MENUPRESENCE              = 0;

const CONTEXT_GAME_MODE                          = 0x0000800B;


const CONTEXT_GAME_MODE_DM                       = 0;
const CONTEXT_GAME_MODE_CTF                      = 1;
const CONTEXT_GAME_MODE_WAR                      = 2;
const CONTEXT_GAME_MODE_VCTF                     = 3;
const CONTEXT_GAME_MODE_TDM                      = 4;
const CONTEXT_GAME_MODE_DUEL                     = 5;
const CONTEXT_GAME_MODE_CUSTOM                   = 6;
const CONTEXT_GAME_MODE_CAMPAIGN                 = 7;

const CONTEXT_BOTSKILL                           = 0;
const CONTEXT_MAPNAME                            = 1;
const CONTEXT_PURESERVER                         = 6;
const CONTEXT_LOCKEDSERVER                       = 7;
const CONTEXT_VSBOTS                             = 8;
const CONTEXT_CAMPAIGN                           = 9;
const CONTEXT_FORCERESPAWN                       = 10;
const CONTEXT_ALLOWKEYBOARD                      = 11;
const CONTEXT_FULLSERVER                         = 12;
const CONTEXT_EMPTYSERVER                        = 13;
const CONTEXT_DEDICATEDSERVER                    = 14;


const CONTEXT_MAPNAME_CUSTOM                     = 0;



const CONTEXT_BOTSKILL_AUTOADJUSTSKILL           = 0;
const CONTEXT_BOTSKILL_NOVICE                    = 1;
const CONTEXT_BOTSKILL_AVERAGE                   = 2;
const CONTEXT_BOTSKILL_EXPERIENCED               = 3;
const CONTEXT_BOTSKILL_SKILLED                   = 4;
const CONTEXT_BOTSKILL_ADEPT                     = 5;
const CONTEXT_BOTSKILL_MASTERFUL                 = 6;
const CONTEXT_BOTSKILL_INHUMAN                   = 7;
const CONTEXT_BOTSKILL_GODLIKE                   = 8;



const CONTEXT_GOALSCORE_5                        = 0;
const CONTEXT_GOALSCORE_10                       = 1;
const CONTEXT_GOALSCORE_15                       = 2;
const CONTEXT_GOALSCORE_20                       = 3;
const CONTEXT_GOALSCORE_30                       = 4;



const CONTEXT_NUMBOTS_0                          = 0;
const CONTEXT_NUMBOTS_1                          = 1;
const CONTEXT_NUMBOTS_2                          = 2;
const CONTEXT_NUMBOTS_3                          = 3;
const CONTEXT_NUMBOTS_4                          = 4;
const CONTEXT_NUMBOTS_5                          = 5;
const CONTEXT_NUMBOTS_6                          = 6;
const CONTEXT_NUMBOTS_7                          = 7;
const CONTEXT_NUMBOTS_8                          = 8;



const CONTEXT_TIMELIMIT_5                        = 0;
const CONTEXT_TIMELIMIT_10                       = 1;
const CONTEXT_TIMELIMIT_15                       = 2;
const CONTEXT_TIMELIMIT_20                       = 3;
const CONTEXT_TIMELIMIT_30                       = 4;



const CONTEXT_PURESERVER_NO                      = 0;
const CONTEXT_PURESERVER_YES                     = 1;
const CONTEXT_PURESERVER_ANY                     = 2;



const CONTEXT_LOCKEDSERVER_NO                    = 0;
const CONTEXT_LOCKEDSERVER_YES                   = 1;



const CONTEXT_CAMPAIGN_NO                        = 0;
const CONTEXT_CAMPAIGN_YES                       = 1;



const CONTEXT_FORCERESPAWN_NO                        = 0;
const CONTEXT_FORCERESPAWN_YES                       = 1;



const CONTEXT_ALLOWKEYBOARD_NO                        = 0;
const CONTEXT_ALLOWKEYBOARD_YES                       = 1;
const CONTEXT_ALLOWKEYBOARD_ANY                     = 2;


const CONTEXT_FULLSERVER_NO                     = 0;
const CONTEXT_FULLSERVER_YES                    = 1;


const CONTEXT_EMPTYSERVER_NO                    = 0;
const CONTEXT_EMPTYSERVER_YES                   = 1;


const CONTEXT_DEDICATEDSERVER_NO                = 0;
const CONTEXT_DEDICATEDSERVER_YES               = 1;



const  CONTEXT_VSBOTS_NONE                       = 0;
const  CONTEXT_VSBOTS_1_TO_2                     = 1;
const  CONTEXT_VSBOTS_1_TO_1                     = 2;
const  CONTEXT_VSBOTS_3_TO_2                     = 3;
const  CONTEXT_VSBOTS_2_TO_1                     = 4;
const  CONTEXT_VSBOTS_3_TO_1                     = 5;
const  CONTEXT_VSBOTS_4_TO_1                     = 6;

const PROPERTY_NUMBOTS                           = 0x100000F7;
const PROPERTY_GOALSCORE                         = 0x100000F8;
const PROPERTY_TIMELIMIT                         = 0x100000F9;
const PROPERTY_LEADERBOARDRATING                 = 0x20000004;
const PROPERTY_EPICMUTATORS                      = 0x10000105;


const PROPERTY_CUSTOMMAPNAME                     = 0x40000001;
const PROPERTY_CUSTOMGAMEMODE                    = 0x40000002;
const PROPERTY_SERVERDESCRIPTION                 = 0x40000003;
const PROPERTY_CUSTOMMUTATORS                    = 0x40000004;


const QUERY_DM                                   = 0;
const QUERY_TDM                                  = 1;
const QUERY_CTF                                  = 2;
const QUERY_VCTF                                 = 3;
const QUERY_WAR                                  = 4;
const QUERY_DUEL                                 = 5;
const QUERY_CAMPAIGN                             = 6;



const STATS_VIEW_DM_PLAYER_ALLTIME                         = 1;
const STATS_VIEW_DM_RANKED_ALLTIME                         = 2;
const STATS_VIEW_DM_WEAPONS_ALLTIME                        = 3;
const STATS_VIEW_DM_VEHICLES_ALLTIME                       = 4;
const STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME                 = 5;
const STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME                = 6;
const STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME          = 7;
const STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME                 = 8;

#linenumber 15

var                 bool    bLateComer;
var                 bool    bDontUpdate;
var                 bool    bIsTyping;
var                 bool    bAcuteHearing;          /** makes playercontroller hear much better (used to magnify hit sounds caused by player) */

var globalconfig    bool    bNoVoiceMessages;
var globalconfig    bool    bNoTextToSpeechVoiceMessages;
var globalconfig    bool    bTextToSpeechTeamMessagesOnly;
var globalconfig    bool    bNoVoiceTaunts;
var globalconfig    bool    bNoAutoTaunts;
var globalconfig    bool    bAutoTaunt;
var globalconfig    bool    bNoMatureLanguage;

var globalconfig    bool    bEnableDodging;
var globalconfig    bool    bLookUpStairs;  // look up/down stairs (player)
var globalconfig    bool    bSnapToLevel;   // Snap to level eyeheight when not mouselooking
var globalconfig    bool    bAlwaysMouseLook;
var globalconfig    bool    bKeyboardLook;  // no snapping when true
var                 bool    bCenterView;
var globalconfig    bool    bAlwaysLevel;
var                 byte    IdentifiedTeam;

/** If true, switch to vehicle's rotation when possessing it (except for roll) */
var globalconfig    bool    bUseVehicleRotationOnPossess;

var bool    bViewingMap;

/** If true, HUD minimap is zoomed and rotates around player */
var bool bRotateMinimap;

/** set when any initial clientside processing required before allowing the player to join the game has completed */
var bool bInitialProcessingComplete;

/** Used to keep spectator cameras from going out of world boundaries */
var bool    bCameraOutOfWorld;

var globalconfig enum EPawnShadowMode
{
    SHADOW_None,
    SHADOW_Self,
    SHADOW_All
} PawnShadowMode;

var globalconfig bool bFirstPersonWeaponsSelfShadow;

var     bool    bBehindView;

/** if true, while in the spectating state, behindview will be forced on a player */
var bool bForceBehindView;

/** if true, rotate smoothly to desiredrotation */
var bool bUsePhysicsRotation;

var bool bFreeCamera;

enum EWeaponHand
{
    HAND_Right,
    HAND_Left,
    HAND_Centered,
    HAND_Hidden,
};
var globalconfig EWeaponHand WeaponHandPreference;
var EWeaponHand WeaponHand;

var vector      DesiredLocation;

var UTAnnouncer Announcer;
var UTMusicManager MusicManager;

var float LastTauntAnimTime;
var float LastKickWarningTime;

var localized string MsgPlayerNotFound;

/** plays camera animations (mostly used for viewshakes) */
var CameraAnimInst CameraAnimPlayer;
/** set when the last camera anim we played was caused by damage - we only let damage shakes override other damage shakes */
var bool bCurrentCamAnimIsDamageShake;
/** set if camera anim modifies FOV - don't do any FOV interpolation while camera anim is playing */
var bool bCurrentCamAnimAffectsFOV;
/** stores post processing settings applied by the camera animation
 * applied additively to the default post processing whenever a camera anim is playing
 */
var PostProcessSettings CamOverridePostProcess;

/** camera anim played when hit (blend strength depends on damage taken) */
var CameraAnim DamageCameraAnim;

/** current offsets applied to the camera due to camera anims, etc */
var vector ShakeOffset; // current magnitude to offset camera position from shake
var rotator ShakeRot; // current magnitude to offset camera rotation from shake
var globalconfig    bool    bLandingShake;

/** additional post processing settings modifier that can be applied
 * @note: defaultproperties for this are hardcoded to zeroes in C++
 */
var PostProcessSettings PostProcessModifier;

var float LastCameraTimeStamp; /** Used during matinee sequences */
var class<Camera> MatineeCameraClass;

var config bool bCenteredWeaponFire;

/** This variable stores the objective that the player wishes to spawn closest to */
var UTGameObjective StartObjective;

/** cached result of GetPlayerViewPoint() */
var Actor CalcViewActor;
var vector CalcViewActorLocation;
var rotator CalcViewActorRotation;
var vector CalcViewLocation;
var rotator CalcViewRotation;
var float CalcEyeHeight;
var vector CalcWalkBob;

var float   LastWarningTime;    /** Last time a warning about a shot being fired at my pawn was accepted. */

/** How fast (degrees/sec) should a zoom occur */
var float FOVLinearZoomRate;

/** If TRUE, FOV interpolation for zooming is nonlineear, using FInterpTo.  If FALSE, use linear interp. */
var transient bool bNonlinearZoomInterpolation;

/** Interp speed (as used in FInterpTo) for nonlinear FOV interpolation. */
var transient float FOVNonlinearZoomInterpSpeed;

/** Used to scale changes in rotation when the FOV is zoomed */
var float ZoomRotationModifier;

/** Whether or not we should retrieve settings from the profile on next tick. */
var transient bool bRetrieveSettingsFromProfileOnNextTick;

/** Whether or not we are quitting to the main menu. */
var transient bool bQuittingToMainMenu;

/** vars for debug freecam, which allows camera to view player from all angles */
var transient bool      bDebugFreeCam;
var transient rotator   DebugFreeCamRot;

/** last time ServerShowPathToBase() was executed, to avoid spamming the world with path effects */
var float LastShowPathTime;

/** enum for the various options for the game telling the player what to do next */
enum EAutoObjectivePreference
{
    AOP_Disabled, // turned off
    AOP_NoPreference,
    AOP_Attack, // tell what to do to attack
    AOP_Defend, // tell what to do to defend
    AOP_OrbRunner,
    AOP_SpecialOps,

};
var globalconfig EAutoObjectivePreference AutoObjectivePreference;

/** set if player isn't using orb, to adjust orders given */
var bool bNotUsingOrb;

struct native ObjectiveAnnouncementInfo
{
    /** the default announcement sound to play (can be None) */
    var() SoundNodeWave AnnouncementSound;
    /** text displayed onscreen for this announcement */
    var() localized string AnnouncementText;
};

/** last objective CheckAutoObjective() sent a notification about */
var Actor LastAutoObjective;

/** true if was defending last autoobjective */
var bool bWasDefendingObjective;

/** Custom scaling for vehicle check radius.  Used by UTConsolePlayerController */
var float   VehicleCheckRadiusScaling;

/** Indicates what control mode is desired for vehicles. */
var EUTVehicleControls  VehicleControlType;

/** Set when use fails to enter nearby vehicle (to prevent smart use from also putting you on hoverboard) */
var bool bJustFoundVehicle;

/** If true, the quick pick menu will be disable and the key will act like PrevWeapon */
var() bool bDisableQuickPick;

/** Used for pulsing critical objective beacon */
var float BeaconPulseScale;
var float BeaconPulseMax;
var float BeaconPulseRate;
var bool bBeaconPulseDir;

var float PulseTimer;
var bool bPulseTeamColor;

var bool bConstructioningMeshes;
var string ConstructioningStatus;
var float ConstructioningProgress;

/** Holds the template for the command menu */
var UTUIScene_CommandMenu CommandMenuTemplate;
var UTUIScene_CommandMenu CommandMenu;

/** Holds the current Map Scene */
var UTUIScene CurrentMapScene;

var UTUIScene_MapVote TestSceneTemplate;

/** class to use for displaying progress messages */
var string  ProgressMessageSceneClassName;

/** Struct to define values for different post processing presets. */
struct native PostProcessInfo
{
    var float Shadows;
    var float MidTones;
    var float HighLights;
    var float Desaturation;
};

/** Array of possible preset values for post process. */
var transient array<PostProcessInfo>    PostProcessPresets;

/** The effect to play on the camera **/
var UTEmitCameraEffect CameraEffect;

/** This player's Voter Registration Card */
var UTVoteReplicationInfo VoteRI;

/** Actors which may be hidden dynamically when rendering (by adding to PlayerController.HiddenActors array) */
var array<Actor> PotentiallyHiddenActors;

/** Last bullseye announcement (hacky - don't want multiple close together) */
var float LastBullseyeTime;

/** Last "use" time - used to limit "use" frequency */
var float   LastUseTime;

/** to limit frequency of voice messages */
var float OldMessageTime;

/** To limit frequency of received "friendly fire" voice messages */
var float LastFriendlyFireTime;

/** If true, we will popup the map page when the player dies so they can select their spanw point */
var bool bPopupMapOnDeath;

/** How long after death should we wait to popup the map */
var float PopupWaitTime;

/** The data store that holds data needed to translate bound input events to strings for UI */
var UTUIDataStore_StringAliasBindingsMap BoundEventsStringDataStore;

var config bool bNoCrosshair;

var config bool bSimpleCrosshair;

/** Currently playing text-to-speech generated sounds. */
var private array<SoundCue> ActiveTTSSoundCues;

var bool bAlreadyReset;

var float NextAdminCmdTime;

var globalconfig float OnFootDefaultFOV;

/** Last time "incoming" message was received by this player */
var float LastIncomingMessageTime;

/** Last time combat update message was received by this player */
var float LastCombatUpdateTime;

/** Used to prevent too frequent team changes */
var float LastTeamChangeTime;

/** If true, the server has muted all text chat from this player */
var bool bServerMutedText;

/** this is set when admin is sending local maplist to the server, so that game class changes due to travelling don't disrupt it */
var name MapListPublishGameClassName;

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/**
 * Change Camera mode - only in single player
 *
 * @param   New camera mode to set
 */
exec function Camera( name NewMode )
{
    if ( WorldInfo.NetMode == NM_Standalone )
    {
        ServerCamera(NewMode);
    }
}

reliable server function ServerThrowWeapon()
{
    if ( Pawn.CanThrowWeapon() && !UTGame(WorldInfo.Game).bWeaponStay )
    {
        Pawn.ThrowActiveWeapon();
    }
}

event InitInputSystem()
{
    local UTGameReplicationInfo GRI;

    Super.InitInputSystem();

    AddOnlineDelegates(true);

    // we do this here so that we only bother to create it for local players
    CameraAnimPlayer = new(self) class'CameraAnimInst';

    // see if character processing was already completed
    // this can happen on clients if a PlayerController class switch is performed
    // and the GRI is received before the new PlayerController
    if (WorldInfo.NetMode == NM_Client)
    {
        GRI = UTGameReplicationInfo(WorldInfo.GRI);
        if (GRI != None && GRI.bProcessedInitialCharacters)
        {
            CharacterProcessingComplete();
        }
    }

    if (WorldInfo.NetMode == NM_ListenServer && PlayerReplicationInfo != none )
    {
        PlayerReplicationInfo.IsInvalidName();
    }

    SaveServerToHistory();
}

/**
 * Saves the UniqueNetId for the current server to the player's list of recently visited servers (server history).
 */
function SaveServerToHistory()
{
    local LocalPlayer LP;
    local OnlineGameSettings CurrentGameSettings;
    local UTDataStore_GameSearchHistory HistoryDataStore;

    LP = LocalPlayer(Player);

    // we've successfully joined an online match - add this server's unique PlayerId to the list of recently joined matches
    if ( WorldInfo.NetMode == NM_Client && LP != None && OnlineSub != None && OnlineSub.GameInterface != None && OnlineSub.PlayerInterface != None )
    {
        CurrentGameSettings = OnlineSub.GameInterface.GetGameSettings();
        if ( CurrentGameSettings != None )
        {
            HistoryDataStore = UTDataStore_GameSearchHistory(class'UTUIScene'.static.FindDataStore('UTGameHistory', LP));
            if ( HistoryDataStore != None )
            {
                HistoryDataStore.AddServer(LP.ControllerId, CurrentGameSettings.OwningPlayerId);
            }
        }
    }
}

event PlayerTick( float DeltaTime )
{
    Super.PlayerTick(DeltaTime);

    // This needs to be done here because it ensures that all datastores have been registered properly
    // it also ensures we do not update the profile settings more than once.
    if( bRetrieveSettingsFromProfileOnNextTick )
    {
        RetrieveSettingsFromProfile();
        bRetrieveSettingsFromProfileOnNextTick = FALSE;
    }
}

/** Sex is set when mesh is set for pawn */
function UpdateSex() {}

/** Get the preferred custom character setup for this player (from player profile store). */
native function CustomCharData GetPlayerCustomCharData(string CharDataString);

/** tells the server about the character this player is using */
reliable server function ServerSetCharacterData(CustomCharData CharData)
{
    local UTPlayerReplicationInfo PRI;
    local UTTeamInfo Team;
    local class<UTFamilyInfo> FamilyInfoClass;

    PRI = UTPlayerReplicationInfo(PlayerReplicationInfo);
    if (PRI != None)
    {
        if ( UTGameReplicationInfo(WorldInfo.GRI).bStoryMode )
        {
            if ( PRI.SinglePlayerCharacterIndex < 0 )
            {
                UTGameReplicationInfo(WorldInfo.GRI).AssignSinglePlayerCharacters(PRI);
            }
            return;
        }

        PRI.SetCharacterData(CharData);
    }

    // force bots on player's team to be same faction
    if ((WorldInfo.NetMode == NM_Standalone || WorldInfo.NetMode == NM_ListenServer) && IsLocalPlayerController())
    {
        Team = UTTeamInfo(PlayerReplicationInfo.Team);
        if (Team != None)
        {
            FamilyInfoClass = class'UTCustomChar_Data'.static.FindFamilyInfo(CharData.FamilyID);
            if(FamilyInfoClass != None)
            {
                Team.Faction = FamilyInfoClass.default.Faction;
            }
        }
    }
}

/** Clear the contents of the command to bind key cache */
simulated function ClearStringAliasBindingMapCache()
{
    BoundEventsStringDataStore.ClearBoundKeyCache();
}

/**
* Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores.  This function assumes that the PlayerReplicationInfo
* for this player has not yet been created, and that the PlayerOwner data store's PlayerDataProvider will be set when the PRI is registered.
*
* Overloaded so we can initialize game specific player data stores.
*/
simulated function RegisterPlayerDataStores()
{
    local LocalPlayer LP;
    local DataStoreClient DataStoreManager;
    local class<UTUIDataStore_StringAliasBindingsMap> StringAliasBindingsMapDataStoreClass;


    local string PlayerName;

    PlayerName = PlayerReplicationInfo != None ? PlayerReplicationInfo.PlayerName : "None";


    Super.RegisterPlayerDataStores();

    // only create player data store for local players
    LP = LocalPlayer(Player);
    if ( LP != None )
    {
        LogInternal(">> UTPlayerController::RegisterPlayerDataStores -" @ Self @ "(" $ PlayerName $ ")",'DevDataStore');

        // get a reference to the main data store client
        DataStoreManager = class'UIInteraction'.static.GetDataStoreClient();
        if ( DataStoreManager != None )
        {
            // find the "PlayerOwner" data store registered for this player; there shouldn't be one...
            BoundEventsStringDataStore = UTUIDataStore_StringAliasBindingsMap(DataStoreManager.FindDataStore('StringAliasBindings',LP));
            if ( BoundEventsStringDataStore == None )
            {
                // find the appropriate class to use for the PlayerSettings data store
                StringAliasBindingsMapDataStoreClass = class<UTUIDataStore_StringAliasBindingsMap>(DataStoreManager.FindDataStoreClass(class'UTUIDataStore_StringAliasBindingsMap'));
                if ( StringAliasBindingsMapDataStoreClass != None )
                {
                    // create the PlayerOwner data store
                    BoundEventsStringDataStore = DataStoreManager.CreateDataStore(StringAliasBindingsMapDataStoreClass);
                    if ( BoundEventsStringDataStore != None )
                    {
                        // and register it
                        if ( DataStoreManager.RegisterDataStore(BoundEventsStringDataStore, LP) )
                        {
                            if ( PlayerReplicationInfo != None )
                            {
                                // if our PRI was created and initialized before we were assigned a Player, then our PlayerDataProvider wasn't
                                // linked to the PlayerOwner data store since we didn't have a valid Player, so do that now.
                                PlayerReplicationInfo.BindPlayerOwnerDataProvider();
                            }
                        }
                        else
                        {
                            LogInternal("Failed to register 'StringAliasBindings' data store for player:"@ Self @ "(" $ PlayerName $ ")");
                        }
                    }
                    else
                    {
                        LogInternal("Failed to create 'StringAliasBindings' data store for player:"@ Self @ "(" $ PlayerName $ ") using class" @ StringAliasBindingsMapDataStoreClass,'DevDataStore');
                    }
                }
            }
            else
            {
                LogInternal("'StringAliasBindings' data store already registered for player:"@ Self @ "(" $ PlayerName $ ")",'DevDataStore');
            }
        }

        LogInternal("<< UTPlayerController::RegisterPlayerDataStores -" @ Self @ "(" $ PlayerName $ ")",'DevDataStore');
    }
}

/**
* Unregisters the "PlayerOwner" data store for this player.  Called when this PlayerController is destroyed.
*
* Overloaded so we can unregister game specific player data stores.
*/
simulated function UnregisterPlayerDataStores()
{
    local LocalPlayer LP;
    local DataStoreClient DataStoreManager;


    local string PlayerName;

    PlayerName = PlayerReplicationInfo != None ? PlayerReplicationInfo.PlayerName : "None";


    // only execute for local players
    LP = LocalPlayer(Player);
    if ( LP != None )
    {
        LogInternal(">> UTPlayerController::UnregisterPlayerDataStores -" @ Self @ "(" $ PlayerName $ ")",'DevDataStore');

        // unregister it from the data store client and clear our reference
        // get a reference to the main data store client
        DataStoreManager = class'UIInteraction'.static.GetDataStoreClient();
        if ( DataStoreManager != None )
        {
            // unregister the bound events string data store
            if ( BoundEventsStringDataStore != None )
            {
                if ( !DataStoreManager.UnregisterDataStore(BoundEventsStringDataStore) )
                {
                    LogInternal("Failed to unregister 'StringAliasBindings' data store for player:"@ Self @ "(" $ PlayerName $ ")");
                }

                // clear the reference
                BoundEventsStringDataStore = None;
            }
            else
            {
                LogInternal("'StringAliasBindings' data store not registered for player:" @ Self @ "(" $ PlayerName $ ")",'DevDataStore');
            }
        }
        else
        {
            LogInternal("Data store client not found!",'DevDataStore');
        }

        LogInternal("<< UTPlayerController::UnregisterPlayerDataStores" @ "(" $ PlayerName $ ")",'DevDataStore');
    }

    Super.UnregisterPlayerDataStores();
}

/** Sets online delegates to respond to for this PC. */
function AddOnlineDelegates(bool bRegisterVoice)
{
    // this is done automatically in net games so only need to call it for standalone.
    if (bRegisterVoice && WorldInfo.NetMode == NM_Standalone && VoiceInterface != None)
    {
        VoiceInterface.RegisterLocalTalker(LocalPlayer(Player).ControllerId);
        VoiceInterface.AddRecognitionCompleteDelegate(LocalPlayer(Player).ControllerId, SpeechRecognitionComplete);
    }

    // Register a callback for when the profile finishes reading.
    if (OnlineSub != None)
    {
        if (OnlineSub.PlayerInterface != None)
        {
            OnlineSub.PlayerInterface.AddReadProfileSettingsCompleteDelegate(LocalPlayer(Player).ControllerId, OnReadProfileSettingsComplete);
            OnlineSub.PlayerInterface.AddFriendInviteReceivedDelegate(LocalPlayer(Player).ControllerId,OnFriendInviteReceived);
            OnlineSub.PlayerInterface.AddReceivedGameInviteDelegate(LocalPlayer(Player).ControllerId,OnGameInviteReceived);
            OnlineSub.PlayerInterface.AddFriendMessageReceivedDelegate(LocalPlayer(Player).ControllerId,OnFriendMessageReceived);
        }

        if(OnlineSub.SystemInterface != None)
        {
            OnlineSub.SystemInterface.AddConnectionStatusChangeDelegate(OnConnectionStatusChange);
            OnlineSub.SystemInterface.AddLinkStatusChangeDelegate(OnLinkStatusChanged);

            // Do an initial controller check
            if(OnlineSub.SystemInterface.IsControllerConnected(LocalPlayer(Player).ControllerId)==false)
            {
                OnControllerChanged(LocalPlayer(Player).ControllerId, false);
            }
        }
    }
}

/** Clears previously set online delegates. */
event ClearOnlineDelegates()
{
    local LocalPlayer LP;

    Super.ClearOnlineDelegates();

    LP = LocalPlayer(Player);
    if ( OnlineSub != None
    &&  (Role < ROLE_Authority || LP != None))
    {
        if (LP != None)
        {
            if (VoiceInterface != None)
            {
                VoiceInterface.ClearRecognitionCompleteDelegate(LP.ControllerId, SpeechRecognitionComplete);
                // Only unregister voice support if we aren't traveling to a MP game
                if (OnlineSub.GameInterface == None ||
                    (OnlineSub.GameInterface != None && OnlineSub.GameInterface.GetGameSettings() == None))
                {
                    VoiceInterface.UnregisterLocalTalker(LP.ControllerId);
                }
            }

            if (OnlineSub.PlayerInterface != None)
            {
                OnlineSub.PlayerInterface.ClearReadProfileSettingsCompleteDelegate(LP.ControllerId, OnReadProfileSettingsComplete);
                OnlineSub.PlayerInterface.ClearFriendInviteReceivedDelegate(LP.ControllerId,OnFriendInviteReceived);
                OnlineSub.PlayerInterface.ClearReceivedGameInviteDelegate(LP.ControllerId,OnGameInviteReceived);
                OnlineSub.PlayerInterface.ClearFriendMessageReceivedDelegate(LP.ControllerId,OnFriendMessageReceived);
            }
        }

        if(OnlineSub.SystemInterface != None)
        {
            OnlineSub.SystemInterface.ClearConnectionStatusChangeDelegate(OnConnectionStatusChange);
            OnlineSub.SystemInterface.ClearLinkStatusChangeDelegate(OnLinkStatusChanged);
        }
    }
}

/**
 * Looks at the current game state and uses that to set the
 * rich presence strings
 *
 * Licensees should override this in their player controller derived class
 */
reliable client function ClientSetOnlineStatus()
{
    local LocalPlayer LP;
    local array<LocalizedStringSetting> StringSettings;
    local array<SettingsProperty> Properties;
    local OnlineGameSettings GameSettings;
    local string MapName;
    local string GameName;

    LP = LocalPlayer(Player);

    // If we are not a client, then set the game settings object info also.
    if( OnlineSub.GameInterface != None &&
        WorldInfo.NetMode != NM_Client)
    {
        GameSettings=OnlineSub.GameInterface.GetGameSettings();
        if(GameSettings != None)
        {
            MapName = WorldInfo.GetMapName();
            GameName = WorldInfo.GetGameClass().default.Outer.name$"."$WorldInfo.GetGameClass().name;

            GameSettings.SetPropertyFromStringByName('CustomMapName', MapName);
            GameSettings.SetPropertyFromStringByName('CustomGameMode', GameName);
            GameSettings.SetStringSettingValue(CONTEXT_PURESERVER, UTGame(WorldInfo.Game).IsPureGame() ? CONTEXT_PURESERVER_YES : CONTEXT_PURESERVER_NO, false);

            if(GameSettings.bIsLanMatch==false && OnlineSub.GameInterface.UpdateOnlineGame(GameSettings)==false)
            {
                LogInternal("UTPlayerController::ClientSetOnlineStatus() - Error occured updating online game settings.");
            }
            else
            {
                LogInternal("UTPlayerController::ClientSetOnlineStatus() - Updated online game settings.");
            }
        }
    }

    //@todo: Hook this up properly.
    LogInternal("UTPlayerController::ClientSetOnlineStatus() - Setting online status for ControllerId: "$LP.ControllerId);
    OnlineSub.PlayerInterface.SetOnlineStatus(LP.ControllerId, 0, StringSettings, Properties);
}







/**
 * Called when a system level connection change notification occurs. If we are
 * playing a Live match, we may need to notify and go back to the menu. Otherwise
 * silently ignore this.
 *
 * @param ConnectionStatus the new connection status.
 */
exec function OnConnectionStatusChange(EOnlineServerConnectionStatus ConnectionStatus)
{
    local GameUISceneClient SceneClient;
    local OnlineGameSettings GameSettings;
    local bool bInvalidConnectionStatus;

    // We need to always bail in this case
    if (ConnectionStatus == OSCS_DuplicateLoginDetected)
    {
        // Two people can't play or badness will happen
        LogInternal("Detected another user logging-in with this profile.");
        SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.DuplicateLogin_Title>",
            "<Strings:UTGameUI.Errors.DuplicateLogin_Message>");

        bInvalidConnectionStatus = true;
    }
    else
    {
        // Only care about this if we aren't in a standalone netmode.
        if(WorldInfo.NetMode != NM_Standalone)
        {
            // We know we have an online subsystem or this delegate wouldn't be called
            GameSettings = OnlineSub.GameInterface.GetGameSettings();
            if (GameSettings != None)
            {
                // If we are a internet match, this really matters
                if (!GameSettings.bIsLanMatch)
                {
                    // We are playing a internet match. Determine whether the connection
                    // status change requires us to drop and go to the menu
                    switch (ConnectionStatus)
                    {
                    case OSCS_ConnectionDropped:
                    case OSCS_NoNetworkConnection:
                    case OSCS_ServiceUnavailable:
                    case OSCS_UpdateRequired:
                    case OSCS_ServersTooBusy:
                    case OSCS_NotConnected:
                        SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.ConnectionLost_Title>",
                            "<Strings:UTGameUI.Errors.ConnectionLost_Message>");
                        bInvalidConnectionStatus = true;
                        break;
                    }
                }
            }
        }
    }

    // notify the UI scene client, which will propagate the notification to all scenes.  Any scenes
    // which require a valid online service will close themselves.
    SceneClient = class'UIRoot'.static.GetSceneClient();
    if ( SceneClient != None )
    {
        SceneClient.NotifyOnlineServiceStatusChanged(ConnectionStatus);
    }

    LogInternal(Name$"::"$GetFuncName()@"ConnectionStatus:'"$GetEnum(Enum'EOnlineServerConnectionStatus',ConnectionStatus)$"'"@"bInvalidConnectionStatus:'"$bInvalidConnectionStatus$"'",'DevOnline');
    if ( bInvalidConnectionStatus )
    {
        QuitToMainMenu();
    }
}

/**
 * Called when the platform's network link status changes.  If we are playing a match on a remote server, we need to go back
 * to the front end menus and notify the player.
 */
exec function OnLinkStatusChanged( bool bConnected )
{
    local GameUISceneClient SceneClient;
    local string ErrorDisplay;

    LogInternal(Name$"::"$GetFuncName()@"bConnected:'"$bConnected$"'",'DevNet');

    // notify the UI scene client, which will propagate the notification to all scenes.  Any scenes
    // which require a valid network connection will close themselves.
    SceneClient = class'UIRoot'.static.GetSceneClient();
    if ( SceneClient != None )
    {
        SceneClient.NotifyLinkStatusChanged(bConnected);
    }

    if ( !bConnected && WorldInfo != None && WorldInfo.Game != None)
    {
        // Don't quit to main menu if we are playing instant action
        if (WorldInfo.NetMode != NM_Standalone)
        {
            // if we're no longer connected to the network, check to see if another error message has been set
            // only display our message if none are currently set.
            if (!class'UIRoot'.static.GetDataStoreStringValue("<Registry:FrontEndError_Display>", ErrorDisplay)
            ||  int(ErrorDisplay) == 0 )
            {
                SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.Error_Title>", "<Strings:UTGameUI.Errors.NetworkLinkLost_Message>");
                QuitToMainMenu();
            }
        }
    }
}

/** @return Returns whether or not we're in a epic internal build. */
native function bool IsEpicInternal();

/** Resets the profile to its default state. */
native function ResetProfileToDefault(OnlineProfileSettings Profile);

/** Callback for when the profile finishes reading for this PC. */
function OnReadProfileSettingsComplete(bool bWasSuccessful)
{

    local int ControllerId;

    if (LocalPlayer(Player) != None)
    {
        ControllerId = LocalPlayer(Player).ControllerId;
        LogInternal("UTPlayerController::OnReadProfileSettingsComplete() - bWasSuccessful: " $ bWasSuccessful $ ", ControllerId: " $ ControllerId);
    }


    if (bWasSuccessful)
    {
        bRetrieveSettingsFromProfileOnNextTick=TRUE;
    }
}

/** Callback for when a game invite has been received. */
function OnGameInviteReceived(byte LocalUserNum,string RequestingNick)
{
    local string FinalMsg;

    if(Len(RequestingNick) > 0)
    {
        FinalMsg = Repl(Localize("ToastMessages","ReceivedGameInviteSpecific","UTGameUI"), "`PlayerName`",RequestingNick, true);

        // Display toast
        class'UTUIScene'.static.ShowOnlineToast(FinalMsg);
    }
}

/** Callback for when a friend request has been received. */
function OnFriendInviteReceived(byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message)
{
    local string FinalMsg;

    if(Len(RequestingNick) > 0)
    {
        FinalMsg = Repl(Localize("ToastMessages","ReceivedFriendInviteSpecific","UTGameUI"), "`PlayerName`",RequestingNick, true);
    }
    else
    {
        FinalMsg = Localize("ToastMessages","ReceivedFriendInvite","UTGameUI");
    }

    // Display toast
    class'UTUIScene'.static.ShowOnlineToast(FinalMsg);
}

/**
 * Called when a friend invite arrives for a local player
 *
 * @param LocalUserNum the user that is receiving the invite
 * @param SendingPlayer the player sending the friend request
 * @param SendingNick the nick of the player sending the friend request
 * @param Message the message to display to the recipient
 *
 * @return true if successful, false otherwise
 */
function OnFriendMessageReceived(byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message)
{
    local string FinalMsg;

    if(Len(SendingNick) > 0)
    {
        FinalMsg = Repl(Localize("ToastMessages","ReceivedMessageSpecific","UTGameUI"), "`PlayerName`",SendingNick, true);
    }
    else
    {
        FinalMsg = Localize("ToastMessages","ReceivedMessage","UTGameUI");
    }

    // Display toast
    class'UTUIScene'.static.ShowOnlineToast(FinalMsg);
}

/** Override to display a message to the user */
function NotifyInviteFailed()
{
    Super.NotifyInviteFailed();
    SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.UnableToJoinInvite_Title>",
        "<Strings:UTGameUI.Errors.UnableToJoinInvite_Message>");
    QuitToMainMenu();
}

/** Override to display a message to the user */
function NotifyNotAllPlayersCanJoinInvite()
{
    Super.NotifyNotAllPlayersCanJoinInvite();
    SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.NotAllPlayersCanJoin_Title>",
        "<Strings:UTGameUI.Errors.NotAllPlayersCanJoin_Message>");
    QuitToMainMenu();
}

/** Override to display a message to the user */
function NotifyNotEnoughSpaceInInvite()
{
    Super.NotifyNotEnoughSpaceInInvite();
    SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.NotEnoughInviteSpace_Title>",
        "<Strings:UTGameUI.Errors.NotEnoughInviteSpace_Message>");
    QuitToMainMenu();
}


/**
 * Callback for when a character has been unlocked.
 */
event OnCharacterUnlocked()
{
    local string FinalMsg;

    FinalMsg = Localize("ToastMessages","CharacterUnlocked","UTGameUI");
    class'UTUIScene'.static.ShowOnlineToast(FinalMsg);

    SaveProfile();
}

/**
 * @return  a reference to the progress message scene, if it's already open.
 */
function UTUIScene_ConnectionStatus FindProgressMessageScene()
{
    local UTUIScene_ConnectionStatus ProgressScene;
    local GameUISceneClient SceneClient;

    SceneClient = class'UIInteraction'.static.GetSceneClient();
    if ( SceneClient != None )
    {
        ProgressScene = UTUIScene_ConnectionStatus(SceneClient.FindSceneByTag('ProgressMessageScene', LocalPlayer(Player)));
    }

    return ProgressScene;
}

/**
 * Opens the scene which is used to display connection/download progress & error messages.  If the scene is already open, will
 * return a reference to the existing scene rather than creating another one.
 *
 * @return  a reference to an instance of UTUIScene_ConnectionStatus which is fully initialized and ready to be used.
 */
function UTUIScene_ConnectionStatus OpenProgressMessageScene()
{
    local class<UTUIScene_ConnectionStatus> SceneClass;
    local UTUIScene_ConnectionStatus ProgressMessageScene;
    local GameUISceneClient SceneClient;

    // make sure we have a valid scene class name
    if ( ProgressMessageSceneClassName == "" )
    {
        ProgressMessageSceneClassName = "UTGame.UTUIScene_ConnectionStatus";
    }

    // load the scene class
    SceneClass = class<UTUIScene_ConnectionStatus>(DynamicLoadObject( ProgressMessageSceneClassName, class'Class' ));
    if ( SceneClass != None )
    {
        SceneClient = class'UIInteraction'.static.GetSceneClient();
        if ( SceneClient != None )
        {
            ProgressMessageScene = FindProgressMessageScene();
            if ( ProgressMessageScene == None )
            {
                ProgressMessageScene = SceneClient.CreateScene(SceneClass, 'ProgressMessageScene', CommandMenuTemplate.default.MessageBoxScene);
            }

            if ( ProgressMessageScene != None
            &&  !SceneClient.IsSceneInitialized(ProgressMessageScene) )
            {
                SceneClient.OpenScene(ProgressMessageScene, LocalPlayer(Player));
            }
        }
    }
    else
    {
        WarnInternal(Name$"::"$GetFuncName()@"Failed to load the configured scene class:" @ "ProgressMessageSceneClassName:'"$ProgressMessageSceneClassName$"'");
    }

    return ProgressMessageScene;
}

/**
 * Manually closes the progress message scene, if open.  Normally the progress message scene would be closed when the user
 * clicks one of its buttons.
 *
 * @param   bSimulateCancel     if TRUE, will set the message box's selection to the index of the Cancel button; otherwise,
 *                              just closes the scene without touching the selection value.
 */
function ForceCloseProgressMessageScene( optional bool bSimulateCancel=true )
{
    local UTUIScene_ConnectionStatus ProgressMessageScene;
    local LocalPlayer LP;
    local int PlayerIndex;

    ProgressMessageScene = FindProgressMessageScene();
    if ( ProgressMessageScene != None )
    {
        // determine the player index that should be used for closing the scene
        PlayerIndex = INDEX_NONE;
        LP = ProgressMessageScene.GetPlayerOwner();
        if ( LP != None )
        {
            PlayerIndex = LP.GamePlayers.Find(LP);
        }

        if ( PlayerIndex == INDEX_NONE )
        {
            PlayerIndex = ProgressMessageScene.GetBestPlayerIndex();
        }

        ProgressMessageScene.Close(bSimulateCancel, PlayerIndex);
    }
}

/**
 * Sets or updates the any current progress message being displayed.
 *
 * @param   MessageType the type of progress message
 * @param   Message     the message to display
 * @param   Title       the title to use for the progress message.
 */
reliable client function ClientSetProgressMessage( EProgressMessageType MessageType, string Message, optional string Title )
{
    local UTUIScene_ConnectionStatus ProgressMessageScene;

    switch ( MessageType )
    {
    case PMT_Information:
    case PMT_DownloadProgress:
        ProgressMessageScene = OpenProgressMessageScene();
        if ( ProgressMessageScene != None )
        {
            ProgressMessageScene.DisplayCancelBox(Message, Title, CancelPendingCOnnection);
        }
        break;

    case PMT_ConnectionFailure:
        NotifyConnectionError(Message, Title);
        break;

    case PMT_Clear:
        Super.ClientSetProgressMessage( MessageType, Message, Title );

        // close the progress message scene, if open
        ForceCloseProgressMessageScene();
        break;

    default:
        Super.ClientSetProgressMessage( MessageType, Message, Title );
        break;
    }
}

reliable client function ClientWasKicked()
{
    ClientSetProgressMessage(PMT_ConnectionFailure, Localize("AccessControl", "KickedMsg", "Engine"));
}

/**
 * Handler for the ProgressMessageScene's OnSelection delegate.  Kills any existing online game sessions.
 */
function CancelPendingConnection(UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)
{
    if ( OnlineSub != None && OnlineSub.GameInterface != None )
    {
        // kill the pending connection
        OnlineSub.GameInterface.DestroyOnlineGame();
    }
}

/**
 * Sets a error message in the registry datastore that will display to the user the next time they are in the frontend.
 *
 * @param Title     Title of the messagebox.
 * @param Message   Message of the messagebox.
 */
function SetFrontEndErrorMessage(string Title, string Message)
{
    class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_Title>", Title);
    class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_Message>", Message);
    class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_Display>", "1");
}

/**
 * Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.
 *
 * @param   Message     a description of why the connection was lost
 * @param   Title       the title to use in the connection failure message.
 */
function NotifyConnectionError( string Message, optional string Title )
{
    local UTGameReplicationInfo GRI;


    GRI = UTGameReplicationInfo(WorldInfo.GRI);
    if ( GRI != none && GRI.CurrentMidGameMenu != none )
    {
        GRI.CurrentMidGameMenu.CloseScene(GRI.CurrentMidGameMenu);
    }

    LogInternal(Name$"::"$GetFuncName()@"Message:'"$Message$"'"@"Title:'"$Title$"'",'DevNet');



    if ( WorldInfo.Game != None )
    {
        // Mark the server as having a problem
        WorldInfo.Game.bHasNetworkError = true;
    }

    SetFrontEndErrorMessage(Title, Message);

    // Start quitting to the main menu
    QuitToMainMenu();
}

/** Called when returning to the main menu. */
function QuitToMainMenu()
{
    bQuittingToMainMenu = true;

    LogInternal("UTPlayerController::QuitToMainMenu() - Cleaning Up OnlineSubsystem, ControllerId: " $ LocalPlayer(Player).ControllerId);
    if(CleanupOnlineSubsystemSession(true)==false)
    {
        LogInternal("UTPlayerController::QuitToMainMenu() - Online cleanup failed, finishing quit.");
        FinishQuitToMainMenu();
    }
}

/** Called after onlinesubsystem game cleanup has completed. */
function FinishQuitToMainMenu()
{
    // stop any movies currently playing before we quit out
    class'Engine'.static.StopMovie();

    // Call disconnect to force us back to the menu level
    ConsoleCommand("NativeDisconnect");

    LogInternal("------ QUIT TO MAIN MENU --------");
}

/** Cleans up online subsystem game sessions and posts stats if the match is arbitrated. */
function bool CleanupOnlineSubsystemSession(bool bWasFromMenu)
{
    //local int Item;

    if (WorldInfo.NetMode != NM_Standalone &&
        OnlineSub != None &&
        OnlineSub.GameInterface != None &&
        OnlineSub.GameInterface.GetGameSettings() != None)
    {
        /* @todo: JOE GRAF/AMITT - Reenable this to make arbitration work.

        // Write arbitration data, if required
        if (OnlineSub.GameInterface.GetGameSettings().bUsesArbitration)
        {
            if (bWasFromMenu || bHasLostContactWithServer)
            {
                if (WorldInfo.NetMode != NM_Client)
                {
                    WorldInfo.Game.bHasEndGameHandshakeBegun = true;
                    // Broadcast the dropping to all clients before leaving
//                  WorldInfo.Game.NotifyPlayerHasDropped(self);
                }
                else
                {
                    // If we lost connection to the host mark them as a dropper
                    if (bHasLostContactWithServer)
                    {
                        ClientWriteStatsForDroppedPlayer(HostId);
                        bWasFromMenu = true;
                        // Find the host's PRI and mark it as inactive
                        for (Item = 0; Item < WorldInfo.GRI.PRIArray.Length; Item++)
                        {
                            if (WorldInfo.GRI.PRIArray[Item].UniqueId == HostId)
                            {
                                WorldInfo.GRI.PRIArray[Item].bIsInactive = true;
                                break;
                            }
                        }
                    }
                    else
                    {
                        // Otherwise we must be the player dropping
                        ClientWriteStatsForDroppedPlayer(PlayerReplicationInfo.UniqueId);
                    }
                }
                // Write out the other player stats
                ClientWriteArbitrationEndGameData(WorldInfo.GRI.GameClass.default.OnlineStatsWriteClass);
                // Write true skill for non-dropped players
                ClientWriteOnlinePlayerScores();
            }
            else
            {
                // Write out the all player stats
                ClientWriteArbitrationEndGameData(WorldInfo.GRI.GameClass.default.OnlineStatsWriteClass);
            }
        }*/


        LogInternal("UTPlayerController::CleanupOnlineSubsystemSession() - Ending Online Game, ControllerId: " $ LocalPlayer(Player).ControllerId);

        // Set the end delegate so we can know when that is complete and call destroy
        OnlineSub.GameInterface.AddEndOnlineGameCompleteDelegate(OnEndOnlineGameComplete);
        OnlineSub.GameInterface.EndOnlineGame();

        return true;
    }

    return false;
}

/**
 * Called when the online game has finished ending.
 */
function OnEndOnlineGameComplete(bool bWasSuccessful)
{
    OnlineSub.GameInterface.ClearEndOnlineGameCompleteDelegate(OnEndOnlineGameComplete);

    if(bQuittingToMainMenu)
    {
        // Set the destroy delegate so we can know when that is complete
        OnlineSub.GameInterface.AddDestroyOnlineGameCompleteDelegate(OnDestroyOnlineGameComplete);
        // Now we can destroy the game
        LogInternal("UTPlayerController::OnEndOnlineGameComplete() - Destroying Online Game, ControllerId: " $ LocalPlayer(Player).ControllerId);
        if ( !OnlineSub.GameInterface.DestroyOnlineGame() )
        {
            OnDestroyOnlineGameComplete(true);
        }
    }
}

/**
 * Called when the destroy online game has completed. At this point it is safe
 * to travel back to the menus
 *
 * @param bWasSuccessful whether it worked ok or not
 */
function OnDestroyOnlineGameComplete(bool bWasSuccessful)
{
    LogInternal("UTPlayerController::OnDestroyOnlineGameComplete() - Finishing Quit to Main Menu, ControllerId: " $ LocalPlayer(Player).ControllerId);
    OnlineSub.GameInterface.ClearDestroyOnlineGameCompleteDelegate(OnDestroyOnlineGameComplete);
    FinishQuitToMainMenu();
}

reliable client function ClientSetSpeechRecognitionObject(SpeechRecognition NewRecognitionData)
{
    if (VoiceInterface != None)
    {
        VoiceInterface.SetSpeechRecognitionObject(LocalPlayer(Player).ControllerId, NewRecognitionData);
    }
}

/** set to VoiceInterface's speech recognition delegate; called when words are recognized */
function SpeechRecognitionComplete()
{
    local array<SpeechRecognizedWord> Words;
    local SpeechRecognizedWord ReplicatedWords[3];
    local int i;
//	local String DebugStr;

    VoiceInterface.GetRecognitionResults(LocalPlayer(Player).ControllerId, Words);

    if (Words.length > 0)
    {
        for (i = 0; i < 3 && i < Words.length; i++)
        {
            ReplicatedWords[i] = Words[i];
//			DebugStr = DebugStr @ Words[i].WordText;
//			`log(WorldInfo.TimeSeconds@"recognized word"@Words[i].WordText);
        }

//		TeamMessage(PlayerReplicationInfo, DebugStr, 'Say', 8.f);

        ServerProcessSpeechRecognition(ReplicatedWords);
    }
}

reliable server function ServerProcessSpeechRecognition(SpeechRecognizedWord ReplicatedWords[3])
{
    local array<SpeechRecognizedWord> Words;
    local int i;
    local UTGame Game;

    Game = UTGame(WorldInfo.Game);
    if (Game != None)
    {
        for (i = 0; i < 3; i++)
        {
            if (ReplicatedWords[i].WordText != "")
            {
                Words[Words.length] = ReplicatedWords[i];
            }
        }

        Game.ProcessSpeechRecognition(self, Words);
    }
}

/** turns on/off voice chat/recognition */
exec function ToggleSpeaking(bool bNowOn)
{
    local LocalPlayer LP;

    if (VoiceInterface != None)
    {
        LP = LocalPlayer(Player);
        if (LP != None)
        {
            if (bNowOn)
            {
                VoiceInterface.StartNetworkedVoice(LP.ControllerId);
                if ( WorldInfo.NetMode != NM_Client )
                {
                    VoiceInterface.StartSpeechRecognition(LP.ControllerId);
                }
            }
            else
            {
                VoiceInterface.StopNetworkedVoice(LP.ControllerId);
                if ( WorldInfo.NetMode != NM_Client )
                {
                    VoiceInterface.StopSpeechRecognition(LP.ControllerId);
                }
            }
        }
    }
}

/* ClientHearSound()
Replicated function from server for replicating audible sounds played on server
UTPlayerController implementation considers sounds from its pawn as local, even if the pawn is not the viewtarget
*/
unreliable client event ClientHearSound(SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded )
{
    local AudioComponent AC;

    if ( SourceActor == None )
    {
        AC = GetPooledAudioComponent(ASound, SourceActor, bStopWhenOwnerDestroyed, true, SourceLocation);
        if (AC == None)
        {
            return;
        }
        AC.bUseOwnerLocation = false;
        AC.Location = SourceLocation;
    }
    else if ( (SourceActor == GetViewTarget()) || (SourceActor == self) || (SourceActor == Pawn) )
    {
        AC = GetPooledAudioComponent(ASound, None, bStopWhenOwnerDestroyed);
        if (AC == None)
        {
            return;
        }
        AC.bAllowSpatialization = false;
    }
    else
    {
        AC = GetPooledAudioComponent(ASound, SourceActor, bStopWhenOwnerDestroyed);
        if (AC == None)
        {
            return;
        }
        if (!IsZero(SourceLocation) && SourceLocation != SourceActor.Location)
        {
            AC.bUseOwnerLocation = false;
            AC.Location = SourceLocation;
        }
    }
    if ( bIsOccluded )
    {
        // if occluded reduce volume: @FIXME do something better
        AC.VolumeMultiplier *= 0.5;
        // AC.LowPassFilterApplied = true;
    }
    AC.Play();
}

function bool AimingHelp(bool bInstantHit)
{
    return bAimingHelp && ((WorldInfo.NetMode == NM_Standalone) || UTGameReplicationInfo(WorldInfo.GRI).bStoryMode) && (WorldInfo.Game.GameDifficulty < 4);
}

/**
* @returns the a scaling factor for the distance from the collision box of the target to accept aiming help (for instant hit shots)
*/
function float AimHelpModifier()
{
    local float AimingHelp;

    AimingHelp = FOVAngle < DefaultFOV - 8 ? 0.5 : 0.75;

    // reduce aiming help at higher difficulty levels
    if ( WorldInfo.Game.GameDifficulty > 2 )
        AimingHelp *= 0.33 * (5 - WorldInfo.Game.GameDifficulty);

    return AimingHelp;
}

/**
 * Adjusts weapon aiming direction.
 * Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help...
 * Requested by weapon prior to firing.
 * UTPlayerController implementation doesn't adjust aim, but sets the shottarget (for warning enemies)
 *
 * @param   W, weapon about to fire
 * @param   StartFireLoc, world location of weapon fire start trace, or projectile spawn loc.
 * @param   BaseAimRot, original aiming rotation without any modifications.
 */
function Rotator GetAdjustedAimFor( Weapon W, vector StartFireLoc )
{
    local vector    FireDir, HitLocation, HitNormal;
    local actor     BestTarget, HitActor;
    local float     bestAim, bestDist, MaxRange;
    local rotator   BaseAimRot;

    BaseAimRot = (Pawn != None) ? Pawn.GetBaseAimRotation() : Rotation;
    FireDir = vector(BaseAimRot);
    MaxRange = W.MaxRange();
    HitActor = Trace(HitLocation, HitNormal, StartFireLoc + MaxRange * FireDir, StartFireLoc, true);

    if ( (HitActor != None) && HitActor.bProjTarget )
    {
        BestTarget = HitActor;
    }
    else if ( ((WorldInfo.Game != None) &&(WorldInfo.Game.Numbots > 0)) || AimingHelp(true) )
    {
        // guess who target is
        // @todo FIXMESTEVE
        bestAim = 0.95;
        BestTarget = PickTarget(class'Pawn', bestAim, bestDist, FireDir, StartFireLoc, MaxRange);
        if (W != None && W.GetProjectileClass() == None)
        {
            InstantWarnTarget(BestTarget, W, vector(BaseAimRot));
        }
    }

    ShotTarget = Pawn(BestTarget);
    return BaseAimRot;
}


/** Tries to find a vehicle to drive within a limited radius. Returns true if successful */
function bool FindVehicleToDrive()
{
    return ( CheckVehicleToDrive(true) != None );
}

/** returns the Vehicle passed in if it can be driven
  */
function UTVehicle CheckPickedVehicle(UTVehicle V, bool bEnterVehicle)
{
    local UTPlayerReplicationInfo PRI;

    if ( (V == None) || !bEnterVehicle )
    {
        return V;
    }
    // check if I would drop my flag
    PRI = UTPlayerReplicationInfo(PlayerReplicationInfo);
    if ( PRI.bHasFlag && !V.bCanCarryFlag && (!V.bTeamLocked || WorldInfo.GRI.OnSameTeam(self,V)) )
    {
        if ( V.bRequestedEntryWithFlag )
        {
            V.bRequestedEntryWithFlag = false;
            ClientSetRequestedEntryWithFlag(V, false, 0);
        }
        else
        {
            V.bRequestedEntryWithFlag = true;
            ClientSetRequestedEntryWithFlag(V, true, (UTOnslaughtFlag(PRI.GetFlag()) == None) ? 0 : 1);
            bJustFoundVehicle = true;
            return None;
        }
    }
    if ( V.TryToDrive(Pawn) )
    {
        return V;
    }
    bJustFoundVehicle = true;
    return None;
}

/** sets bRequestedEntryWithFlag on the given vehicle to update the HUD */
reliable client function ClientSetRequestedEntryWithFlag(UTVehicle V, bool bNewValue, int MessageIndex)
{
    if ( bNewValue )
    {
        ReceiveLocalizedMessage(class'UTVehicleCantCarryFlagMessage', MessageIndex);
    }
    if (V != None)
    {
        V.bRequestedEntryWithFlag = bNewValue;
    }
}

/** Returns vehicle which can be driven
  * @PARAM bEnterVehicle if true then player enters the found vehicle
  */
function UTVehicle CheckVehicleToDrive(bool bEnterVehicle)
{
    local UTVehicle V, PickedVehicle;
    local vector ViewDir, HitLocation, HitNormal, ViewPoint;
    local rotator ViewRotation;
    local Actor HitActor;
    local float CheckDist;

    bJustFoundVehicle = false;

    // first try to get in vehicle I'm standing on
    PickedVehicle = CheckPickedVehicle(UTVehicle(Pawn.Base), bEnterVehicle);
    if ( (PickedVehicle != None) || bJustFoundVehicle )
    {
        return PickedVehicle;
    }

    // see if looking at vehicle
    ViewPoint = Pawn.GetPawnViewLocation();
    ViewRotation = Rotation;
    CheckDist = Pawn.VehicleCheckRadius * VehicleCheckRadiusScaling;
    ViewDir = CheckDist * vector(ViewRotation);
    HitActor = Trace(HitLocation, HitNormal, ViewPoint + ViewDir, ViewPoint, true,,,TRACEFLAG_Blocking);

    PickedVehicle = CheckPickedVehicle(UTVehicle(HitActor), bEnterVehicle);
    if ( (PickedVehicle != None) || bJustFoundVehicle )
    {
        return PickedVehicle;
    }

    // make sure not just looking above vehicle
    ViewRotation.Pitch = 0;
    ViewDir = CheckDist * vector(ViewRotation);
    HitActor = Trace(HitLocation, HitNormal, ViewPoint + ViewDir, ViewPoint, true,,,TRACEFLAG_Blocking);

    PickedVehicle = CheckPickedVehicle(UTVehicle(HitActor), bEnterVehicle);
    if ( (PickedVehicle != None) || bJustFoundVehicle )
    {
        return PickedVehicle;
    }

    // make sure not just looking above vehicle
    ViewRotation.Pitch = -5000;
    ViewDir = CheckDist * vector(ViewRotation);
    HitActor = Trace(HitLocation, HitNormal, ViewPoint + ViewDir, ViewPoint, true,,,TRACEFLAG_Blocking);

    PickedVehicle = CheckPickedVehicle(UTVehicle(HitActor), bEnterVehicle);
    if ( (PickedVehicle != None) || bJustFoundVehicle )
    {
        return PickedVehicle;
    }

    // special case for vehicles like Darkwalker
    if ( UTGame(WorldInfo.Game) != None )
    {
        for ( V=UTGame(WorldInfo.Game).VehicleList; V!=None; V=V.NextVehicle )
        {
            if ( V.bHasCustomEntryRadius && V.InCustomEntryRadius(Pawn) )
            {
                V = CheckPickedVehicle(V, bEnterVehicle);
                if ( (V != None) || bJustFoundVehicle )
                {
                    return V;
                }
            }
        }
    }

    return None;
}

exec function ToggleMinimap()
{
    bRotateMiniMap = !bRotateMiniMap;
}

exec function DropFlag()
{
    ServerDropFlag();
}

reliable server function ServerDropFlag()
{
    if ( UTPawn(Pawn) != None )
        UTPawn(Pawn).DropFlag();
}

/** LandingShake()
returns true if controller wants landing view shake
*/
simulated function bool LandingShake()
{
    return bLandingShake;
}

simulated function PlayBeepSound()
{
    PlaySound(SoundCue'A_Gameplay.Gameplay.MessageBeepCue', true);
}

/* epic ===============================================
* ::ReceiveWarning
*
* Notification that the pawn is about to be shot by a
* trace hit weapon.
*
* =====================================================
*/
event ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir)
{
    if ( WorldInfo.TimeSeconds - LastWarningTime < 1.0 )
        return;
    LastWarningTime = WorldInfo.TimeSeconds;
    if ( (shooter != None) && !WorldInfo.GRI.OnSameTeam(shooter,self) )
        ClientMusicEvent(0);
}

/* epic ===============================================
* ::ReceiveProjectileWarning
*
* Notification that the pawn is about to be shot by a
* projectile.
*
* =====================================================
*/
function ReceiveProjectileWarning(Projectile proj)
{
    if ( WorldInfo.TimeSeconds - LastWarningTime < 1.0 )
        return;
    LastWarningTime = WorldInfo.TimeSeconds;
    if ( (proj.Instigator != None) && !WorldInfo.GRI.OnSameTeam(proj.Instigator,self) && (proj.Speed > 0) )
    {
        SetTimer(VSize(proj.Location - Pawn.Location)/proj.Speed,false,'ProjectileWarningTimer');
    }
}

function ProjectileWarningTimer()
{
    ClientMusicEvent(0);
}

function PlayWinMessage(bool bWinner)
{
/* //@todo FIXMESTEVE
    if ( bWinner )
        bDisplayWinner = true;
    else
        bDisplayLoser = true;
*/
}

simulated function bool TriggerInteracted()
{
    local UTGameObjective O, Best;
    local vector ViewDir, PawnLoc2D, VLoc2D;
    local float NewDot, BestDot;

    // check base UTGameObjective first
    if ((UTGameObjective(Pawn.Base) != None || UTOnslaughtNodeTeleporter(Pawn.Base) != None) && Pawn.Base.UsedBy(Pawn))
    {
        return true;
    }

    // handle touched UTGameObjectives next
    ForEach Pawn.TouchingActors(class'UTGameObjective', O)
    {
        if ( O.UsedBy(Pawn) )
            return true;
    }

    // now handle nearby UTGameObjectives
    ViewDir = vector(Rotation);
    PawnLoc2D = Pawn.Location;
    PawnLoc2D.Z = 0;
    ForEach Pawn.OverlappingActors(class'UTGameObjective', O, Pawn.VehicleCheckRadius)
    {
        if ( O.bAllowRemoteUse )
        {
            // Pawn must be facing objective or overlapping it
            VLoc2D = O.Location;
            Vloc2D.Z = 0;
            NewDot = Normal(VLoc2D-PawnLoc2D) Dot ViewDir;
            if ( NewDot > BestDot )
            {
                // check that objective is visible
                if ( FastTrace(O.Location,Pawn.Location) )
                {
                    Best = O;
                    BestDot = NewDot;
                }
            }
        }
    }
    if ( Best != None && Best.UsedBy(Pawn) )
        return true;

    // no UT specific triggers used, fall back to general case
    return super.TriggerInteracted();
}

exec function PlayVehicleHorn()
{
    local UTVehicle V;

    V = UTVehicle(Pawn);
    if ( (V != None) && (V.Health > 0) && (WorldInfo.TimeSeconds - LastTauntAnimTime > 0.3)  )
    {
        ServerPlayVehicleHorn();
        LastTauntAnimTime = WorldInfo.TimeSeconds;
    }
}

unreliable server function ServerPlayVehicleHorn()
{
    local UTVehicle V;

    V = UTVehicle(Pawn);
    if ( (V != None) && (V.Health > 0)  )
    {
        V.PlayHorn();
    }
}

exec function Taunt(int TauntIndex)
{
    local UTVehicle UTV;
    local UTPawn UTP;

    UTP = UTPawn(Pawn);
    if(UTP == None)
    {
        UTV = UTVehicle(Pawn);
        if(UTV != None)
        {
            UTP = UTPawn(UTV.Driver);
        }
    }

    if(UTP != None)
    {
        switch(TauntIndex)
        {
        case 0:
            UTP.PlayEmote('TauntA', -1);
            break;

        case 1:
            UTP.PlayEmote('TauntB', -1);
            break;

        case 2:
            UTP.PlayEmote('TauntC', -1);
            break;
        }
    }
}

function Typing( bool bTyping )
{
    bIsTyping = bTyping;
    if ( (Pawn != None) && !Pawn.bTearOff )
    UTPawn(Pawn).bIsTyping = bTyping;
}

simulated event Destroyed()
{
    Super.Destroyed();

    if (Announcer != None)
    {
        Announcer.Destroy();
    }
    if (MusicManager != None)
    {
        MusicManager.Destroy();
    }
}



/**
 * Attempts to pause/unpause the game when a controller becomes
 * disconnected/connected
 *
 * @param ControllerId the id of the controller that changed
 * @param bIsConnected whether the controller is connected or not
 */
function OnControllerChanged(int ControllerId,bool bIsConnected)
{
    local LocalPlayer LocPlayer;

    // Call parent implementation (this will pause/unpause the game if needed)
    super.OnControllerChanged( ControllerId, bIsConnected );

    // Don't worry about remote players
    LocPlayer = LocalPlayer(Player);

    if (WorldInfo.IsConsoleBuild() && (WorldInfo.Game == None || !WorldInfo.Game.bAutomatedPerfTesting))
    {
        // If the controller that changed, is attached to the this playercontroller
        if (LocPlayer != None && LocPlayer.ControllerId == ControllerId)
        {
            bIsControllerConnected = bIsConnected;

            if(bIsConnected)
            {
                class'UTUIScene'.static.HideOnlineToast();
            }
            else
            {
                class'UTUIScene'.static.ShowOnlineToast(Localize("ToastMessages","ReconnectController","UTGameUI")$" ("$(ControllerId+1)$")", -1);  // Time of -1 to make the toast stay up until we hide it.
            }
        }
    }
}



event SoakPause(Pawn P)
{
    LogInternal("Soak pause by "$P);
    SetViewTarget(P);
    SetPause(true);
    bBehindView = true;
    myHud.bShowDebugInfo = true;
}

function DrawHUD( HUD H )
{
    if( (Pawn != None) && (Pawn.Weapon != None) )
    {
        Pawn.Weapon.ActiveRenderOverlays(H);
    }
}

event KickWarning()
{
    if ( WorldInfo.TimeSeconds - LastKickWarningTime > 0.5 )
    {
        ReceiveLocalizedMessage( class'UTIdleKickWarningMessage', 0, None, None, self );
        LastKickWarningTime = WorldInfo.TimeSeconds;
    }
}

/* CheckJumpOrDuck()
Called by ProcessMove()
handle jump and duck buttons which are pressed
*/
function CheckJumpOrDuck()
{
    if ( Pawn == None )
    {
        return;
    }
    if ( bDoubleJump && (bUpdating || ((UTPawn(Pawn) != None) && UTPawn(Pawn).CanDoubleJump())) )
    {
        UTPawn(Pawn).DoDoubleJump( bUpdating );
    }
    else if ( bPressedJump )
    {
        Pawn.DoJump( bUpdating );
    }
    if ( Pawn.Physics != PHYS_Falling && Pawn.bCanCrouch )
    {
        // crouch if pressing duck
        Pawn.ShouldCrouch(bDuck != 0);
    }
}

exec function FOV(float F)
{
    if( (F >= 80.0) || (WorldInfo.NetMode==NM_Standalone) || PlayerReplicationInfo.bOnlySpectator )
    {
        OnFootDefaultFOV = FClamp(F, 80, 100);
        if ( Vehicle(Pawn) == None )
        {
            FixFOV();
        }
        SaveConfig();
    }
}

function FixFOV()
{
    if ( OnFootDefaultFOV < 80 )
    {
        OnFootDefaultFOV = 90.0;
    }
    OnFootDefaultFOV = FClamp(OnFootDefaultFOV, 80, 100);
    FOVAngle = OnFootDefaultFOV;
    DesiredFOV = OnFootDefaultFOV;
    DefaultFOV = OnFootDefaultFOV;
}

function Restart(bool bVehicleTransition)
{
    Super.Restart(bVehicleTransition);

    // re-check auto objective every time the player respawns
    if (!bVehicleTransition)
    {
        // use timer to spread out spawn CPU cost a little
        SetTimer(0.1, false, 'CheckAutoObjective');
    }
}

reliable client function ClientRestart(Pawn NewPawn)
{
    local UTVehicle V;

    Super.ClientRestart(NewPawn);
    ServerPlayerPreferences(WeaponHandPreference, bAutoTaunt, bCenteredWeaponFire, AutoObjectivePreference);

    if (NewPawn != None)
    {
        // apply vehicle FOV
        V = UTVehicle(NewPawn);
        if (V == None && NewPawn.IsA('UTWeaponPawn'))
        {
            V = UTVehicle(NewPawn.GetVehicleBase());
        }
        if (V != None)
        {
            DefaultFOV = V.DefaultFOV;
            DesiredFOV = DefaultFOV;
            FOVAngle = DesiredFOV;
        }
        else
        {
            FixFOV();
        }
        // if new pawn has empty weapon, autoswitch to new one
        // (happens when switching from Redeemer remote control, for example)
        if (NewPawn.Weapon != None && !NewPawn.Weapon.HasAnyAmmo())
        {
            SwitchToBestWeapon();
        }
    }
    else
    {
        FixFOV();
    }
}

function SetViewTarget(Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams)
{
    local UTVehicle V;
    local Pawn P;
    local EPawnShadowMode AdjustedShadowMode;

    ClearCameraEffect();

    Super.SetViewTarget(NewViewTarget, TransitionParams);

    // set sound pitch adjustment based on customtimedilation
    if ( ViewTarget.CustomTimeDilation < 1.0 )
    {
        ConsoleCommand( "SETSOUNDMODE 1", false );
    }
    else
    {
        ConsoleCommand( "SETSOUNDMODE 0", false );
    }

    // remove other players' shadows if viewing drop detail vehicle
    if (IsLocalPlayerController())
    {
        if (class'Engine'.static.IsSplitScreen())
        {
            AdjustedShadowMode = SHADOW_None;
        }
        else
        {
            V = UTVehicle(ViewTarget);
            if (V == None && Pawn(ViewTarget) != None)
            {
                V = UTVehicle(Pawn(ViewTarget).GetVehicleBase());
            }
            if (PawnShadowMode > SHADOW_None && V != None && V.bDropDetailWhenDriving && WorldInfo.GetDetailMode() < DM_Medium)
            {
                AdjustedShadowMode = SHADOW_Self;
            }
            else
            {
                AdjustedShadowMode = PawnShadowMode;
            }
        }
        foreach WorldInfo.AllPawns(class'Pawn', P)
        {
            if (UTPawn(P) != None)
            {
                UTPawn(P).UpdateShadowSettings(AdjustedShadowMode == SHADOW_All || (AdjustedShadowMode == SHADOW_Self && ViewTarget == P));
            }
            else if (UTVehicle(P) != None)
            {
                UTVehicle(P).UpdateShadowSettings(AdjustedShadowMode == SHADOW_All || (AdjustedShadowMode == SHADOW_Self && ViewTarget == P));
            }
        }
    }
}

/** attempts to find an objective for the player to complete depending on their settings and tells the player about it
 * @note: needs to be called on the server, not the client (because that's where the AI is)
 * @param bOnlyNotifyDifferent - if true, only send messages to the player if the selected objective is different from the previous one
 */
function CheckAutoObjective(bool bOnlyNotifyDifferent)
{
    local Actor ObjectiveActor;

    if (Pawn != None && PlayerReplicationInfo != None)
    {
        ObjectiveActor = UTGame(WorldInfo.Game).GetAutoObjectiveFor(self);
        if ( ObjectiveActor != None )
        {
            SetAutoObjective(ObjectiveActor, bOnlyNotifyDifferent);
        }
        else
        {
            LastAutoObjective = None;
            ClientSetAutoObjective(LastAutoObjective);
        }
    }
}

function SetAutoObjective(Actor ObjectiveActor, bool bOnlyNotifyDifferent)
{
    local UTGameObjective DesiredObjective;
    local int i;

    DesiredObjective = UTGameObjective(ObjectiveActor);
    if ( DesiredObjective != None )
    {
        ObjectiveActor = DesiredObjective.GetAutoObjectiveActor(self);
        DesiredObjective = UTGameObjective(ObjectiveActor);
    }
    if (ObjectiveActor != LastAutoObjective || !bOnlyNotifyDifferent)
    {
        LastAutoObjective = ObjectiveActor;
        bWasDefendingObjective = WorldInfo.GRI.OnSameTeam(LastAutoObjective, self);
        ClientSetAutoObjective(LastAutoObjective);
        // spawn willow whisp
        if (DesiredObjective != None)
        {
            for (i = 0; i < DesiredObjective.ShootSpots.length; i++)
            {
                if (DesiredObjective.ShootSpots[i] != None)
                {
                    DesiredObjective.ShootSpots[i].bTransientEndPoint = true;
                }
            }
        }
        if (FindPathToward(LastAutoObjective) != None)
        {
            Spawn(class'UTWillowWhisp', self,, Pawn.Location);
        }
    }
}

/** client-side notification of the current auto objective */
reliable client function ClientSetAutoObjective(Actor NewAutoObjective)
{
    LastAutoObjective = NewAutoObjective;

    ReceiveLocalizedMessage(class'UTObjectiveAnnouncement', AutoObjectivePreference,,, LastAutoObjective);
}

/* epic ===============================================
* ::Possess
*
* Handles attaching this controller to the specified
* pawn.
*
* =====================================================
*/
event Possess(Pawn inPawn, bool bVehicleTransition)
{
    Super.Possess(inPawn, bVehicleTransition);

    // force garbage collection when possessing pawn, to avoid GC during gameplay
    if ( bVehicleTransition )
    {
        if ( (WorldInfo.NetMode == NM_Client) || (WorldInfo.NetMode == NM_Standalone) )
        {
            WorldInfo.ForceGarbageCollection();
        }
    }
}

function AcknowledgePossession(Pawn P)
{
    local rotator NewViewRotation;

    Super.AcknowledgePossession(P);

    if ( LocalPlayer(Player) != None )
    {
        ClientEndZoom();
        if (bUseVehicleRotationOnPossess && Vehicle(P) != None && UTWeaponPawn(P) == None && UTVehicle_TrackTurretBase(P) == None)
        {
            NewViewRotation = P.Rotation;
            NewViewRotation.Roll = 0;
            SetRotation(NewViewRotation);
        }
        ServerPlayerPreferences(WeaponHandPreference, bAutoTaunt, bCenteredWeaponFire, AutoObjectivePreference);

        if ( (PlayerReplicationInfo != None)
            && (PlayerReplicationInfo.Team != None)
            && (IdentifiedTeam != PlayerReplicationInfo.Team.TeamIndex) )
        {
            // identify your team the first time you spawn on it
            IdentifiedTeam = PlayerReplicationInfo.Team.TeamIndex;
            if ( IdentifiedTeam < 2 )
            {
                ReceiveLocalizedMessage( class'UTTeamGameMessage', IdentifiedTeam+1, PlayerReplicationInfo);
            }
        }
    }
}

simulated event ReceivedPlayer()
{
    Super.ReceivedPlayer();

    if (LocalPlayer(Player) != None)
    {
        ServerPlayerPreferences(WeaponHandPreference, bAutoTaunt, bCenteredWeaponFire, AutoObjectivePreference);
    }
    else
    {
        // default auto objective preference to None for non-local players so we don't send objective info
        // until we've received the client's preference
        AutoObjectivePreference = AOP_Disabled;
    }
}

reliable server function ServerPlayerPreferences(EWeaponHand NewWeaponHand, bool bNewAutoTaunt, bool bNewCenteredWeaponFire, EAutoObjectivePreference NewAutoObjectivePreference)
{
    ServerSetHand(NewWeaponHand);
    ServerSetAutoTaunt(bNewAutoTaunt);

    bCenteredWeaponFire = bNewCenteredWeaponFire;

    if (AutoObjectivePreference != NewAutoObjectivePreference)
    {
        AutoObjectivePreference = NewAutoObjectivePreference;
        CheckAutoObjective(false);
    }
}

reliable server function ServerSetHand(EWeaponHand NewWeaponHand)
{
    WeaponHand = NewWeaponHand;
}

function SetHand(EWeaponHand NewWeaponHand)
{
    WeaponHandPreference = NewWeaponHand;
    WeaponHand = WeaponHandPreference;
    SaveConfig();

    ServerSetHand(NewWeaponHand);
}

event ResetCameraMode()
{}

/**
* return whether viewing in first person mode
*/
function bool UsingFirstPersonCamera()
{
    return !bBehindView;
}

// ------------------------------------------------------------------------

reliable server function ServerSetAutoTaunt(bool Value)
{
    bAutoTaunt = Value;
}

exec function SetAutoTaunt(bool Value)
{
    Default.bAutoTaunt = Value;
    StaticSaveConfig();
    bAutoTaunt = Value;

    ServerSetAutoTaunt(Value);
}

exec function ToggleScreenShotMode()
{
    if ( UTHUD(myHUD).bCrosshairShow )
    {
        UTHUD(myHUD).bCrosshairShow = false;
        SetHand(HAND_Hidden);
        myHUD.bShowHUD = false;
        if ( UTPawn(Pawn) != None )
            UTPawn(Pawn).TeamBeaconMaxDist = 0;
    }
    else
    {
        // return to normal
        UTHUD(myHUD).bCrosshairShow = true;
        SetHand(HAND_Right);
        myHUD.bShowHUD = true;
        if ( UTPawn(Pawn) != None )
            UTPawn(Pawn).TeamBeaconMaxDist = UTPawn(Pawn).default.TeamBeaconMaxDist;
    }
}

reliable client function PlayStartupMessage(byte StartupStage)
{
    if ( StartupStage == 7 )
    {
        ReceiveLocalizedMessage( class'UTTimerMessage', 17, PlayerReplicationInfo );
    }
    else
    {
        ReceiveLocalizedMessage( class'UTStartupMessage', StartupStage, PlayerReplicationInfo );
    }
}

function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
{
    local int iDam;

    Super.NotifyTakeHit(InstigatedBy,HitLocation,Damage,DamageType,Momentum);

    iDam = Clamp(Damage,0,250);
    if (iDam > 0 || bGodMode)
    {
        ClientPlayTakeHit(hitLocation - Pawn.Location, iDam, damageType);
    }
}

unreliable client function ClientPlayTakeHit(vector HitLoc, byte Damage, class<DamageType> DamageType)
{
    DamageShake(Damage, DamageType);
    HitLoc += Pawn.Location;

    if (UTHud(MyHud) != None)
    {
        UTHud(MyHud).DisplayHit(HitLoc, Damage, DamageType);
    }
}

/**
 * Limit use frequency
 */
unreliable server function ServerUse()
{
    if ( (LastUseTime == WorldInfo.TimeSeconds) || ((Vehicle(Pawn) != None) && (WorldInfo.TimeSeconds - LastUseTime < 1.0)) )
    {
        return;
    }
    LastUseTime = WorldInfo.TimeSeconds;
    PerformedUseAction();
}

exec function Use()
{
    if( Role < Role_Authority )
    {
        PerformedUseAction();
    }
    ServerUse();
}

simulated function bool PerformedUseAction()
{
    local UTCarriedObject Flag;

    bJustFoundVehicle = false;
    if (Pawn != None && Pawn.IsInState('FeigningDeath'))
    {
        // can't use things while feigning death
        return true;
    }
    else
    {
        if ( (Pawn != None) && (Vehicle(Pawn) == None) )
        {
          ForEach Pawn.TouchingActors(class'UTCarriedObject', Flag)
          {
              if ( Flag.FlagUse(self) )
              {
                  return true;
              }
          }
        }
        return Super.PerformedUseAction();
    }
}

// Player movement.
// Player Standing, walking, running, falling.
state PlayerWalking
{
    ignores SeePlayer, HearNoise, Bump;

    event bool NotifyLanded(vector HitNormal, Actor FloorActor)
    {
        if (DoubleClickDir == DCLICK_Active)
        {
            DoubleClickDir = DCLICK_Done;
            ClearDoubleClick();
        }
        else
        {
            DoubleClickDir = DCLICK_None;
        }

        if (Global.NotifyLanded(HitNormal, FloorActor))
        {
            return true;
        }

        return false;
    }

    function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
    {
        if ( !bEnableDodging )
        {
            DoubleClickMove = DCLICK_None;
        }
        if ( (DoubleClickMove == DCLICK_Active) && (Pawn.Physics == PHYS_Falling) )
            DoubleClickDir = DCLICK_Active;
        else if ( (DoubleClickMove != DCLICK_None) && (DoubleClickMove < DCLICK_Active) )
        {
            if ( UTPawn(Pawn).Dodge(DoubleClickMove) )
                DoubleClickDir = DCLICK_Active;
        }

        Super.ProcessMove(DeltaTime,NewAccel,DoubleClickMove,DeltaRot);
    }

    function PlayerMove( float DeltaTime )
    {
        GroundPitch = 0;
        Super.PlayerMove(DeltaTime);
    }
}

function ServerSpectate()
{
    GotoState('Spectating');
}

state RoundEnded
{
ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, Falling, TakeDamage, Suicide, DrawHud;

    exec function PrevWeapon() {}
    exec function NextWeapon() {}
    exec function SwitchWeapon(byte T) {}
    exec function ShowQuickPick(){}
    exec function ToggleMelee() {}

    reliable server function ServerReStartGame()
    {
        if (UTGameReplicationInfo(WorldInfo.GRI).MapVoteTimeRemaining > 0.0f)
        {
            return;
        }
        Super.ServerRestartGame();
    }

    /**
     * Limit the player's view rotation. (Pitch component).
     */
    event Rotator LimitViewRotation( Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax )
    {
        ViewRotation.Pitch = ViewRotation.Pitch & 65535;

        if( ViewRotation.Pitch > 8192 &&
            ViewRotation.Pitch < (65535+ViewPitchMin) )
        {
            if( ViewRotation.Pitch < 32768 )
            {
                ViewRotation.Pitch = 8192;
            }
            else
            {
                ViewRotation.Pitch = 65535 + ViewPitchMin;
            }
        }

        return ViewRotation;
    }

    unreliable client function LongClientAdjustPosition
    (
        float TimeStamp,
        name newState,
        EPhysics newPhysics,
        float NewLocX,
        float NewLocY,
        float NewLocZ,
        float NewVelX,
        float NewVelY,
        float NewVelZ,
        Actor NewBase,
        float NewFloorX,
        float NewFloorY,
        float NewFloorZ
    )
    {
        if ( newState == 'PlayerWaiting' )
            GotoState( newState );
    }

    function PlayerMove(float DeltaTime)
    {
        local vector X,Y,Z;
        local Rotator DeltaRot, ViewRotation;

        GetAxes(Rotation,X,Y,Z);
        // Update view rotation.
        ViewRotation = Rotation;
        // Calculate Delta to be applied on ViewRotation
        DeltaRot.Yaw    = PlayerInput.aTurn;
        DeltaRot.Pitch  = PlayerInput.aLookUp;
        ProcessViewRotation( DeltaTime, ViewRotation, DeltaRot );
        SetRotation(ViewRotation);

        ViewShake(DeltaTime);

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, vect(0,0,0), DCLICK_None, rot(0,0,0));
        bPressedJump = false;
    }

    function ShowScoreboard()
    {
        local UTGameReplicationInfo GRI;

        if ( CommandMenu != none )
        {
            CommandMenu.CloseScene(CommandMenu);
            CommandMenu = none;
        }

        GRI = UTGameReplicationInfo(WorldInfo.GRI);
        if (GRI != None && GRI.bMatchIsOver && !GRI.bStoryMode)
        {
            ShowMidGameMenu('ScoreTab',true);
        }
        else if (myHUD != None)
        {
            myHUD.SetShowScores(true);
        }
        AutoContinueToNextRound();
    }

    /** This will auto continue to the next round.  Very useful doing soak testing and testing traveling to next level **/
    function AutoContinueToNextRound()
    {
        if (Role == ROLE_Authority && UTGame(WorldInfo.Game).bAutoContinueToNextRound)
        {
            myHUD.SetShowScores(false);
            StartFire( 0 );
        }
    }

    function BeginState(Name PreviousStateName)
    {
        Super.BeginState(PreviousStateName);

        // this is a good stop gap measure for any cases that we miss / other code getting turned on / called
        // there is never a case where we want the tilt to be on at this point
        SetOnlyUseControllerTiltInput( FALSE );
        SetUseTiltForwardAndBack( TRUE );
        SetControllerTiltActive( FALSE );

        if (UTGame(WorldInfo.Game) != None)
        {
            // don't let player restart the game until the end game sequence is complete
            SetTimer(FMax(GetTimerRate(), UTGame(WorldInfo.Game).ResetTimeDelay), false);
        }

        bAlreadyReset = false;

        if ( myHUD != None )
        {
            myHUD.SetShowScores(false);
            // the power core explosion is 15 seconds  so we wait 1 additional for the awe factor (the total time of the matinee is 18-20 seconds to avoid popping back to start)
            // so for DM/CTF will get to see the winner in GLORIOUS detail and listen to the smack talking
            SetTimer(16, false, 'ShowScoreboard');
        }
    }

    function EndState(name NextStateName)
    {
        local int i, j;
        local Sequence GameSequence;
        local array<SequenceObject> CoreEvents, LinkedObjects;
        local SeqAct_Interp InterpAction;

        Super.EndState(NextStateName);
        SetBehindView(false);
        StopViewShaking();
        StopCameraAnim(true);
        if (myHUD != None)
        {
            myHUD.SetShowScores(false);
        }

        // force stop powercore cinematic if necessary
        GameSequence = WorldInfo.GetGameSequence();
        if (GameSequence != None)
        {
            GameSequence.FindSeqObjectsByClass(class'UTSeqEvent_PowerCoreDestructionEffect', true, CoreEvents);
            for (i = 0; i < CoreEvents.length; i++)
            {
                UTSeqEvent_PowerCoreDestructionEffect(CoreEvents[i]).GetLinkedObjects(LinkedObjects, class'SeqAct_Interp', true);
                for (j = 0; j < LinkedObjects.length; j++)
                {
                    InterpAction = SeqAct_Interp(LinkedObjects[j]);
                    if (InterpAction.bActive)
                    {
                        InterpAction.SetPosition(0.0, true);
                        InterpAction.Stop();
                    }
                }
            }
        }
    }
}

function ShowScoreboard();

state Dead
{
    ignores SeePlayer, HearNoise, KilledBy, NextWeapon, PrevWeapon;

    exec function SwitchWeapon(byte T){}
    exec function ToggleMelee() {}
    exec function ShowQuickPick(){}
    exec function StartFire( optional byte FireModeNum )
    {
        if ( bFrozen )
        {
            if ( !IsTimerActive() || GetTimerCount() > MinRespawnDelay )
                bFrozen = false;
            return;
        }
        if ( PlayerReplicationInfo.bOutOfLives )
            ServerSpectate();
        else
            super.StartFire( FireModeNum );
    }

    function Timer()
    {
        if (!bFrozen)
            return;

        // force garbage collection while dead, to avoid GC during gameplay
        if ( (WorldInfo.NetMode == NM_Client) || (WorldInfo.NetMode == NM_Standalone) )
        {
            WorldInfo.ForceGarbageCollection();
        }
        bFrozen = false;
        bUsePhysicsRotation = false;
        bPressedJump = false;
    }

    reliable client event ClientSetViewTarget( Actor A, optional ViewTargetTransitionParams TransitionParams )
    {
        if( A == None )
        {
            ServerVerifyViewTarget();
            return;
        }
        // don't force view to self while dead (since server may be doing it having destroyed the pawn)
        if ( A == self )
            return;
        SetViewTarget( A, TransitionParams );
    }

    function FindGoodView()
    {
        local vector cameraLoc;
        local rotator cameraRot, ViewRotation, RealRotation;
        local int tries, besttry;
        local float bestdist, newdist, RealCameraScale;
        local int startYaw;
        local UTPawn P;

        if ( UTVehicle(ViewTarget) != None )
        {
            DesiredRotation = Rotation;
            bUsePhysicsRotation = true;
            return;
        }

        ViewRotation = Rotation;
        RealRotation = ViewRotation;
        ViewRotation.Pitch = 56000;
        SetRotation(ViewRotation);
        P = UTPawn(ViewTarget);
        if ( P != None )
        {
            RealCameraScale = P.CurrentCameraScale;
            P.CurrentCameraScale = P.CameraScale;
        }

        // use current rotation if possible
        CalcViewActor = None;
        cameraLoc = ViewTarget.Location;
        GetPlayerViewPoint( cameraLoc, cameraRot );
        if ( P != None )
        {
            newdist = VSize(cameraLoc - ViewTarget.Location);
            if (newdist < P.CylinderComponent.CollisionRadius + P.CylinderComponent.CollisionHeight )
            {
                // find alternate camera rotation
                tries = 0;
                besttry = 0;
                bestdist = 0.0;
                startYaw = ViewRotation.Yaw;

                for (tries=1; tries<16; tries++)
                {
                    CalcViewActor = None;
                    cameraLoc = ViewTarget.Location;
                    ViewRotation.Yaw += 4096;
                    SetRotation(ViewRotation);
                    GetPlayerViewPoint( cameraLoc, cameraRot );
                    newdist = VSize(cameraLoc - ViewTarget.Location);
                    if (newdist > bestdist)
                    {
                        bestdist = newdist;
                        besttry = tries;
                    }
                }
                ViewRotation.Yaw = startYaw + besttry * 4096;
            }
            P.CurrentCameraScale = RealCameraScale;
        }
        SetRotation(RealRotation);
        DesiredRotation = ViewRotation;
        DesiredRotation.Roll = 0;
        bUsePhysicsRotation = true;
    }

    function BeginState(Name PreviousStateName)
    {
        local UTWeaponLocker WL;

        LastAutoObjective = None;
        if ( Pawn(Viewtarget) != None )
        {
            SetBehindView(true);
        }
        Super.BeginState(PreviousStateName);

        if ( LocalPlayer(Player) != None )
        {
            ForEach WorldInfo.AllNavigationPoints(class'UTWeaponLocker',WL)
                WL.NotifyLocalPlayerDead(self);
        }

        if ( CurrentMapScene != none )
        {
            CurrentMapScene.SceneClient.CloseScene(CurrentMapScene);
        }

        if ( UTGameReplicationInfo(WorldInfo.GRI).bShowMenuOnDeath && bPopupMapOnDeath && LocalPlayer(Player) != none )
        {
            SetTimer(PopupWaitTime,false,'PopupMap');
        }

        if (Role == ROLE_Authority && UTGame(WorldInfo.Game) != None && UTGame(WorldInfo.Game).ForceRespawn())
        {
            SetTimer(MinRespawnDelay, true, 'DoForcedRespawn');
        }
    }

    /** forces player to respawn if it is enabled */
    function DoForcedRespawn()
    {
        if (PlayerReplicationInfo.bOnlySpectator)
        {
            ClearTimer('DoForcedRespawn');
        }
        else
        {
            ServerRestartPlayer();
        }
    }

    simulated function PopupMap()
    {
        local UTUITabPage_MapTab MapTab;
        local UTUIScene_MidGameMenu CurrentMidGameMenu;

        CurrentMidGameMenu = ShowMidGameMenu('MapTab',true);

        if ( CurrentMidGameMenu != none )
        {
            MapTab = UTUITabPage_MapTab( CurrentMidGameMenu.FindChild('MapTab',true) );
            if ( MapTab != none )
            {
                MapTab.AllowSpawning();
            }
            ClearTimer('PopupMap');
        }
    }

    function EndState(name NextStateName)
    {
        bUsePhysicsRotation = false;
        Super.EndState(NextStateName);
        SetBehindView(false);
        StopViewShaking();
        ClearTimer('PopupMap');
        ClearTimer('DoForcedRespawn');
    }

Begin:
    Sleep(5.0);
    if ( (ViewTarget == None) || (ViewTarget == self) || (VSize(ViewTarget.Velocity) < 1.0) )
    {
        Sleep(1.0);
        if (myHUD != None)
        {
            //@FIXME: disabled temporarily for E3 due to scoreboard stealing input
            //myHUD.SetShowScores(true);
        }
    }
    else
        Goto('Begin');
}

/**
 * list important UTPlayerController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when
 * the ShowDebug exec is used
 *
 * @param   HUD     - HUD with canvas to draw on
 * @input   out_YL      - Height of the current font
 * @input   out_YPos    - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
 */
simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
{
    local Canvas Canvas;

    Canvas = HUD.Canvas;
    Canvas.SetDrawColor(255,255,255,255);

    Canvas.DrawText("CONTROLLER "$GetItemName(string(self))$" Physics "$GetPhysicsName()$" Pawn "$GetItemName(string(Pawn))$" Yaw "$Rotation.Yaw);
    out_YPos += out_YL;
    Canvas.SetPos(4, out_YPos);

    if ( Pawn == None )
    {
        if ( PlayerReplicationInfo == None )
            Canvas.DrawText("NO PLAYERREPLICATIONINFO", false);
        else
            PlayerReplicationInfo.DisplayDebug(HUD, out_YL, out_YPos);
        out_YPos += out_YL;
        Canvas.SetPos(4, out_YPos);

        super(Actor).DisplayDebug(HUD, out_YL, out_YPos);
    }
    else if (HUD.ShouldDisplayDebug('AI'))
    {
        if ( Enemy != None )
            Canvas.DrawText(" STATE: "$GetStateName()$" Timer: "$GetTimerCount()$" Enemy "$Enemy.GetHumanReadableName(), false);
        else
            Canvas.DrawText(" STATE: "$GetStateName()$" Timer: "$GetTimerCount()$" NO Enemy ", false);
        out_YPos += out_YL;
        Canvas.SetPos(4, out_YPos);
    }

    if (PlayerCamera != None && HUD.ShouldDisplayDebug('camera'))
    {
        PlayerCamera.DisplayDebug( HUD, out_YL, out_YPos );
    }
}

function Reset()
{
    Super.Reset();
    if ( PlayerCamera != None )
    {
        PlayerCamera.Destroy();
    }
}

reliable client function ClientReset()
{
    local UTGameObjective O;

    Super.ClientReset();
    if ( PlayerCamera != None )
    {
        PlayerCamera.Destroy();
    }

    foreach WorldInfo.AllNavigationPoints(class'UTGameObjective', O)
    {
        O.ClientReset();
    }
}

exec function BehindView()
{
    if ( WorldInfo.NetMode == NM_Standalone )
        SetBehindView(!bBehindView);
}

function SetBehindView(bool bNewBehindView)
{
    bBehindView = bNewBehindView;
    if ( !bBehindView )
    {
        bFreeCamera = false;
    }

    if (LocalPlayer(Player) == None)
    {
        ClientSetBehindView(bNewBehindView);
    }
    else if (UTPawn(ViewTarget) != None)
    {
        UTPawn(ViewTarget).SetThirdPersonCamera(bNewBehindView);
    }
    // make sure we recalculate camera position for this frame
    LastCameraTimeStamp = WorldInfo.TimeSeconds - 1.0;
}

reliable client function ClientSetBehindView(bool bNewBehindView)
{
    if (LocalPlayer(Player) != None)
    {
        SetBehindView(bNewBehindView);
    }
    // make sure we recalculate camera position for this frame
    LastCameraTimeStamp = WorldInfo.TimeSeconds - 1.0;
}

/**
 * Set new camera mode
 *
 * @param   NewCamMode, new camera mode.
 */
function SetCameraMode( name NewCamMode )
{
    // will get set back to true below, if necessary
    bDebugFreeCam = FALSE;

    if ( PlayerCamera != None )
    {
        Super.SetCameraMode(NewCamMode);
    }
    else if ( NewCamMode == 'ThirdPerson' )
    {
        if ( !bBehindView )
            SetBehindView(true);
    }
    else if ( NewCamMode == 'FreeCam' )
    {
        if ( !bBehindView )
        {
            SetBehindView(true);
        }
        bDebugFreeCam = TRUE;
        DebugFreeCamRot = Rotation;
    }
    else
    {
        if ( bBehindView )
            SetBehindView(false);
    }
}

function SpawnCamera()
{
    local Actor OldViewTarget;

    // Associate Camera with PlayerController
    PlayerCamera = Spawn(MatineeCameraClass, self);
    if (PlayerCamera != None)
    {
        OldViewTarget = ViewTarget;
        PlayerCamera.InitializeFor(self);
        PlayerCamera.SetViewTarget(OldViewTarget);
    }
    else
    {
        LogInternal("Couldn't Spawn Camera Actor for Player!!");
    }
}

/* GetPlayerViewPoint: Returns Player's Point of View
    For the AI this means the Pawn's Eyes ViewPoint
    For a Human player, this means the Camera's ViewPoint */
simulated event GetPlayerViewPoint( out vector POVLocation, out Rotator POVRotation )
{
    local float DeltaTime;
    local UTPawn P;

    P = IsLocalPlayerController() ? UTPawn(CalcViewActor) : None;

    if (LastCameraTimeStamp == WorldInfo.TimeSeconds
        && CalcViewActor == ViewTarget
        && CalcViewActor != None
        && CalcViewActor.Location == CalcViewActorLocation
        && CalcViewActor.Rotation == CalcViewActorRotation
        )
    {
        if ( (P == None) || ((P.EyeHeight == CalcEyeHeight) && (P.WalkBob == CalcWalkBob)) )
        {
            // use cached result
            POVLocation = CalcViewLocation;
            POVRotation = CalcViewRotation;
            return;
        }
    }

    DeltaTime = WorldInfo.TimeSeconds - LastCameraTimeStamp;
    LastCameraTimeStamp = WorldInfo.TimeSeconds;

    // support for using CameraActor views
    if ( CameraActor(ViewTarget) != None )
    {
        if ( PlayerCamera == None )
        {
            super.ResetCameraMode();
            SpawnCamera();
        }
        super.GetPlayerViewPoint( POVLocation, POVRotation );
    }
    else
    {
        if ( PlayerCamera != None )
        {
            PlayerCamera.Destroy();
            PlayerCamera = None;
        }

        if ( ViewTarget != None )
        {
            POVRotation = Rotation;
            if ( PlayerReplicationInfo.bOnlySpectator && (UTVehicle(ViewTarget) != None) )
            {
                UTVehicle(ViewTarget).bSpectatedView = true;
                ViewTarget.CalcCamera( DeltaTime, POVLocation, POVRotation, FOVAngle );
                UTVehicle(ViewTarget).bSpectatedView = true;
            }
            else
            {
                ViewTarget.CalcCamera( DeltaTime, POVLocation, POVRotation, FOVAngle );
            }
            if ( bFreeCamera )
            {
                POVRotation = Rotation;
            }
        }
        else
        {
            CalcCamera( DeltaTime, POVLocation, POVRotation, FOVAngle );
            return;
        }
    }

    // apply view shake
    POVRotation = Normalize(POVRotation + ShakeRot);
    POVLocation += ShakeOffset >> Rotation;

    if( CameraEffect != none )
    {
        CameraEffect.UpdateLocation(POVLocation, POVRotation, GetFOVAngle());
    }


    // cache result
    CalcViewActor = ViewTarget;
    CalcViewActorLocation = ViewTarget.Location;
    CalcViewActorRotation = ViewTarget.Rotation;
    CalcViewLocation = POVLocation;
    CalcViewRotation = POVRotation;

    if ( P != None )
    {
        CalcEyeHeight = P.EyeHeight;
        CalcWalkBob = P.WalkBob;
    }
}


unreliable client function ClientMusicEvent(int EventIndex)
{
    if ( MusicManager != None )
        MusicManager.MusicEvent(EventIndex);
}

/**
  * return true if music manager is already playing action track
  * return true if no music manager (no need to tell non-existent music manager to change tracks
  */
function bool AlreadyInActionMusic()
{
    return (MusicManager != None) ? MusicManager.AlreadyInActionMusic() : true;
}

exec function Music(int EventIndex)
{
    MusicManager.MusicEvent(EventIndex);
}

reliable client function ClientPlayAnnouncement(class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)
{
    PlayAnnouncement(InMessageClass, MessageIndex, PRI, OptionalObject);
}

function PlayAnnouncement(class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)
{
    // Wait for player to be up to date with replication when joining a server, before stacking up messages
    if ( WorldInfo.GRI == None || Announcer == None ||
        (UTGameReplicationInfo(WorldInfo.GRI) != None && UTGameReplicationInfo(WorldInfo.GRI).bAnnouncementsDisabled) )
    {
        return;
    }
    Announcer.PlayAnnouncement(InMessageClass, MessageIndex, PRI, OptionalObject);
}


/** Causes a view shake based on the amount of damage
    Should only be called on the owning client */
function DamageShake(int Damage, class<DamageType> DamageType)
{
    local float BlendWeight;
    local class<UTDamageType> UTDamage;
    local CameraAnim AnimToPlay;

    UTDamage = class<UTDamageType>(DamageType);
    if (UTDamage != None && UTDamage.default.DamageCameraAnim != None)
    {
        AnimToPlay = UTDamage.default.DamageCameraAnim;
    }
    else
    {
        AnimToPlay = DamageCameraAnim;
    }
    if (AnimToPlay != None)
    {
        // don't override other anims unless it's another, weaker damage anim
        BlendWeight = FClamp(Damage / 200.0, 0.0, 1.0);
        if ( CameraAnimPlayer != None && ( CameraAnimPlayer.bFinished ||
                        (bCurrentCamAnimIsDamageShake && CameraAnimPlayer.CurrentBlendWeight < BlendWeight) ) )
        {
            PlayCameraAnim(AnimToPlay, BlendWeight,,,,, true);
        }
    }
}

/** Turns off any view shaking */
function StopViewShaking()
{
    if (CameraAnimPlayer != None)
    {
        CameraAnimPlayer.Stop();
    }
}

/** plays the specified camera animation with the specified weight (0 to 1)
 * local client only
 */
function PlayCameraAnim( CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f,
            optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bIsDamageShake )
{
    local AnimatedCamera MatineeAnimatedCam;

    bCurrentCamAnimAffectsFOV = false;

    // if we have a real camera, e.g we're watching through a matinee camera,
    // send the CameraAnim to be played there
    MatineeAnimatedCam = AnimatedCamera(PlayerCamera);
    if (MatineeAnimatedCam != None)
    {
        MatineeAnimatedCam.PlayCameraAnim(AnimToPlay, Rate, Scale, BlendInTime, BlendOutTime, bLoop, FALSE);
    }
    else if (CameraAnimPlayer != None)
    {
        // play through normal UT camera
        CamOverridePostProcess = class'CameraActor'.default.CamOverridePostProcess;
        CameraAnimPlayer.Play(AnimToPlay, self, Rate, Scale, BlendInTime, BlendOutTime, bLoop, false);
    }
    bCurrentCamAnimIsDamageShake = bIsDamageShake;
}

/** Stops the currently playing camera animation. */
function StopCameraAnim(optional bool bImmediate)
{
    if (CameraAnimPlayer != None)
    {
        CameraAnimPlayer.Stop(bImmediate);
    }
}

/** Allows changing camera anim strength on the fly */
function SetCameraAnimStrength(float NewStrength)
{
    if ( CameraAnimPlayer != None )
    {
        CameraAnimPlayer.PlayScale = NewStrength;
    }
}

reliable client function ClientPlayCameraAnim( CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f,
                        optional float BlendInTime, optional float BlendOutTime, optional bool bLoop)
{
    PlayCameraAnim(AnimToPlay, Scale, Rate, BlendInTime, BlendOutTime, bLoop);
}

reliable client function ClientStopCameraAnim(bool bImmediate)
{
    StopCameraAnim(bImmediate);
}

function OnPlayCameraAnim(UTSeqAct_PlayCameraAnim InAction)
{
    ClientPlayCameraAnim(InAction.AnimToPlay, InAction.IntensityScale, InAction.Rate, InAction.BlendInTime, InAction.BlendOutTime);
}

function OnStopCameraAnim(UTSeqAct_StopCameraAnim InAction)
{
    ClientStopCameraAnim(InAction.bStopImmediately);
}


/** Sets ShakeOffset and ShakeRot to the current view shake that should be applied to the camera */
function ViewShake(float DeltaTime)
{
    if (CameraAnimPlayer != None && !CameraAnimPlayer.bFinished)
    {
        // advance the camera anim - the native code will set ShakeOffset/ShakeRot appropriately
        CamOverridePostProcess = class'CameraActor'.default.CamOverridePostProcess;
        CameraAnimPlayer.AdvanceAnim(DeltaTime, false);
    }
    else
    {
        ShakeOffset = vect(0,0,0);
        ShakeRot = rot(0,0,0);
    }
}

simulated exec function ToggleMelee()
{
    if ( (Pawn != None) && (Pawn.Weapon != None) && Vehicle(Pawn) == none)
    {
        if ( Pawn.Weapon.bMeleeWeapon )
        {
            UTInventoryManager(Pawn.InvManager).SwitchToPreviousWeapon();
        }
        else
        {
            SwitchWeapon(1);
        }
    }
}

simulated exec function ToggleTranslocator()
{
    if ( (Pawn != None) && !IsMoveInputIgnored() )
    {
        if ( UTWeap_Translocator(Pawn.Weapon) != None )
        {
            UTInventoryManager(Pawn.InvManager).SwitchToPreviousWeapon();
        }
        else
        {
            SwitchWeapon(0);
        }
    }
}

//=====================================================================
// UT specific implementation of networked player movement functions
//

function CallServerMove
(
    SavedMove NewMove,
    vector ClientLoc,
    byte ClientRoll,
    int View,
    SavedMove OldMove
)
{
    local vector BuildAccel;
    local byte OldAccelX, OldAccelY, OldAccelZ;

    // compress old move if it exists
    if ( OldMove != None )
    {
        // old move important to replicate redundantly
        BuildAccel = 0.05 * OldMove.Acceleration + vect(0.5, 0.5, 0.5);
        OldAccelX = CompressAccel(BuildAccel.X);
        OldAccelY = CompressAccel(BuildAccel.Y);
        OldAccelZ = CompressAccel(BuildAccel.Z);

        OldServerMove(OldMove.TimeStamp,OldAccelX, OldAccelY, OldAccelZ, OldMove.CompressedFlags());
    }

    if ( PendingMove != None )
    {
        DualServerMove
        (
            PendingMove.TimeStamp,
            PendingMove.Acceleration * 10,
            PendingMove.CompressedFlags(),
            ((PendingMove.Rotation.Yaw & 65535) << 16) + (PendingMove.Rotation.Pitch & 65535),
            NewMove.TimeStamp,
            NewMove.Acceleration * 10,
            ClientLoc,
            NewMove.CompressedFlags(),
            ClientRoll,
            View
        );
    }
    else if ( (NewMove.Acceleration * 10 == vect(0,0,0)) && (NewMove.DoubleClickMove == DCLICK_None) && !NewMove.bDoubleJump )
    {
        ShortServerMove
        (
            NewMove.TimeStamp,
            ClientLoc,
            NewMove.CompressedFlags(),
            ClientRoll,
            View
        );
    }
    else
        ServerMove
    (
        NewMove.TimeStamp,
        NewMove.Acceleration * 10,
        ClientLoc,
            NewMove.CompressedFlags(),
        ClientRoll,
        View
    );
}

/* ShortServerMove()
compressed version of server move for bandwidth saving
*/
unreliable server function ShortServerMove
(
    float TimeStamp,
    vector ClientLoc,
    byte NewFlags,
    byte ClientRoll,
    int View
)
{
    ServerMove(TimeStamp,vect(0,0,0),ClientLoc,NewFlags,ClientRoll,View);
}

unreliable client function LongClientAdjustPosition( float TimeStamp, name NewState, EPhysics NewPhysics,
                    float NewLocX, float NewLocY, float NewLocZ,
                    float NewVelX, float NewVelY, float NewVelZ, Actor NewBase,
                    float NewFloorX, float NewFloorY, float NewFloorZ )
{
    local UTPawn P;
    local vector OldPos, NewPos;

    P = UTPawn(Pawn);
    if (P != None)
    {
        OldPos = P.Mesh.GetPosition();
    }

    Super.LongClientAdjustPosition( TimeStamp, NewState, NewPhysics, NewLocX, NewLocY, NewLocZ,
                    NewVelX, NewVelY, NewVelZ, NewBase, NewFloorX, NewFloorY, NewFloorZ );

    // allow changing location of rigid body pawn if feigning death
    if (P != None && P.bFeigningDeath && P.Physics == PHYS_RigidBody)
    {
        // the actor's location (and thus the mesh) were moved in the Super call, so we just need
        // to tell the physics system to do the same
        NewPos = P.Mesh.GetPosition();
        if (VSizeSq(NewPos - OldPos) > REP_RBLOCATION_ERROR_TOLERANCE_SQ)
        {
            P.Mesh.SetRBPosition(P.Mesh.GetPosition());
        }
    }
}

auto state PlayerWaiting
{
    exec function SwitchWeapon(byte F){}
    exec function ShowQuickPick(){}

    /** called when the actor falls out of the world 'safely' (below KillZ and such) */
    simulated event FellOutOfWorld(class<DamageType> dmgType)
    {
        bCameraOutOfWorld = true;
    }

    function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
    {
        local vector OldLocation;

        OldLocation = Location;
        super.ProcessMove(DeltaTime, NewAccel, DoubleClickMove, DeltaRot);

        if ( bCameraOutOfWorld )
        {
            bCameraOutOfWorld = false;
            SetLocation(OldLocation);
        }
    }

    exec function StartFire( optional byte FireModeNum )
    {
        ServerReStartPlayer();
    }

    reliable server function ServerRestartPlayer()
    {
        if (!WorldInfo.Game.bWaitingToStartMatch || PlayerReplicationInfo.bReadyToPlay || bInitialProcessingComplete)
        {
            Super.ServerRestartPlayer();
            if (WorldInfo.Game.bWaitingToStartMatch && UTGame(WorldInfo.Game).bWarmupRound && UTGame(WorldInfo.Game).WarmupTime > 1.0)
            {
                WorldInfo.Game.RestartPlayer(self);
            }
        }
    }
}

function ViewNextBot()
{
    if ( CheatManager != None )
        CheatManager.ViewBot();
}

exec function SwitchWeapon(byte T)
{
    if (UTPawn(Pawn) != None)
        UTPawn(Pawn).SwitchWeapon(t);
    else if (UTVehicleBase(Pawn) != none)
        UTVehicleBase(Pawn).SwitchWeapon(t);
}

unreliable server function ServerViewSelf()
{
    local rotator POVRotation;
    local vector POVLocation;

    GetPlayerViewPoint( POVLocation, POVRotation );
    SetLocation(POVLocation);
    SetRotation(POVRotation);
    SetBehindView(false);
    SetViewTarget( Self );
}

exec function ViewPlayerByName(string PlayerName);

unreliable server function ServerViewPlayerByName(string PlayerName)
{
    local int i;
    for (i=0;i<WorldInfo.GRI.PRIArray.Length;i++)
    {
        if (WorldInfo.GRI.PRIArray[i].GetPlayerAlias() ~= PlayerName)
        {
            if ( WorldInfo.Game.CanSpectate(self, WorldInfo.GRI.PRIArray[i]) )
            {
                SetViewTarget(WorldInfo.GRI.PRIArray[i]);
            }
            return;
        }
    }

    ClientMessage(MsgPlayerNotFound);
}

exec function ViewObjective()
{
    ServerViewObjective();
}

unreliable server function ServerViewObjective()
{
    if ( (UTGame(WorldInfo.Game) != none) && (WorldInfo.NetMode == NM_Standalone) )
        UTGame(WorldInfo.Game).ViewObjective(self);
}

exec function PrevWeapon()
{
    if ( (Vehicle(Pawn) != None) || (Pawn == None) )
    {
        AdjustCameraScale(true);
    }
    else if (!Pawn.IsInState('FeigningDeath'))
    {
        Super.PrevWeapon();
    }
}

exec function NextWeapon()
{
    if ( (Vehicle(Pawn) != None) || (Pawn == None) )
    {
        AdjustCameraScale(false);
    }
    else if (!Pawn.IsInState('FeigningDeath'))
    {
        Super.NextWeapon();
    }
}

/** moves the camera in or out */
exec function AdjustCameraScale(bool bIn)
{
    if (Pawn(ViewTarget) != None)
    {
        Pawn(ViewTarget).AdjustCameraScale(bIn);
    }
}

state WaitingForPawn
{
    exec function SwitchWeapon(byte F){}
    exec function ShowQuickPick(){}

    /** called when the actor falls out of the world 'safely' (below KillZ and such) */
    simulated event FellOutOfWorld(class<DamageType> dmgType)
    {
        bCameraOutOfWorld = true;
    }

    function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
    {
        local vector OldLocation;

        OldLocation = Location;
        super.ProcessMove(DeltaTime, NewAccel, DoubleClickMove, DeltaRot);

        if ( bCameraOutOfWorld )
        {
            bCameraOutOfWorld = false;
            SetLocation(OldLocation);
        }
    }

    simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_Rotation )
    {
        if ( PlayerCamera == None )
        {
            out_Location = Location;
            out_Rotation = BlendedTargetViewRotation;
        }
        else
            Global.GetPlayerViewPoint(out_Location, out_Rotation);
    }
}

state Spectating
{
    exec function SwitchWeapon(byte F){}
    exec function ShowQuickPick(){}

    function BeginState(Name PreviousStateName)
    {
        super.BeginState(PreviousStateName);

        if ( CurrentMapScene != none )
        {
            CurrentMapScene.SceneClient.CloseScene(CurrentMapScene);
        }

        // Ugly hack to change to follow bots around after they are spawned if automated perf testing is enabled.
        // This should be replaced with a more robust solution.
        if( UTGame(WorldInfo.Game)!=None && UTGame(WorldInfo.Game).bAutomatedPerfTesting )
        {
            SetTimer( 5.0f, FALSE, 'SetServerViewNextPlayer' ); // get the spectating going asap instead of waiting for 30secs.  need to wait some as the player will not be spawned yet
            SetTimer( 30.0f, TRUE, 'ServerViewNextPlayer');
        }
    }

    function EndState(Name NextStateName)
    {
        super.EndState(NextStateName);
        // Reset timer set in BeginState.
        ClearTimer( 'ServerViewNextPlayer' );
    }

    function SetServerViewNextPlayer()
    {
        ServerViewNextPlayer();
    }

    /** called when the actor falls out of the world 'safely' (below KillZ and such) */
    simulated event FellOutOfWorld(class<DamageType> dmgType)
    {
        bCameraOutOfWorld = true;
    }

    function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
    {
        local vector OldLocation;

        OldLocation = Location;
        super.ProcessMove(DeltaTime, NewAccel, DoubleClickMove, DeltaRot);

        if ( bCameraOutOfWorld )
        {
            bCameraOutOfWorld = false;
            SetLocation(OldLocation);
        }
    }

    exec function ViewPlayerByName(string PlayerName)
    {
        ServerViewPlayerByName(PlayerName);
    }

    exec function BehindView()
    {
        bForceBehindView = !bForceBehindview;
    }

    /**
     * The Prev/Next weapon functions are used to move forward and backwards through the player list
     */

    exec function PrevWeapon()
    {
        ServerViewPrevPlayer();
    }

    exec function NextWeapon()
    {
        ServerViewNextPlayer();
    }

    /**
     * Fire will select the next/prev objective
     */
    exec function StartFire( optional byte FireModeNum )
    {
        ServerViewObjective();
    }

    unreliable server function ServerViewObjective()
    {
        if ( UTGame(WorldInfo.Game) != none )
            UTGame(WorldInfo.Game).ViewObjective(self);
    }

    /**
     * AltFire - Resets to Free Camera Mode
     */
    exec function StartAltFire( optional byte FireModeNum )
    {
        ServerViewSelf();
    }

    /**
     * Handle forcing behindview/etc
     */
    simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_Rotation )
    {
        // Force first person mode if we're performing automated perf testing.
        if( UTGame(WorldInfo.Game)!=None && UTGame(WorldInfo.Game).bAutomatedPerfTesting )
        {
            SetBehindView(false);
        }
        else if (bBehindview != bForceBehindView && UTPawn(ViewTarget)!=None)
        {
            SetBehindView(bForceBehindView);
        }
        Global.GetPlayerViewPoint(out_Location, out_Rotation);
    }
}

/**
 * This state is used when the player is out of the match waiting to be brought back in
 */
state InQueue extends Spectating
{
    function BeginState(Name PreviousStateName)
    {
        Super.BeginState(PreviousStateName);
        PlayerReplicationInfo.bIsSpectator = true;
    }

    function EndState(Name NextStateName)
    {
        Super.EndState(NextStateName);

        SetBehindView(false);
    }
}


exec function TestMenu(string NewMenu)
{
    local class<UIScene> SceneClass;
    local UIInteraction UIController;

    UIController = LocalPlayer(Player).ViewportClient.UIController;

    LogInternal("#### TestMenu:"@NewMenu);
    if( LocalPlayer(Player) != None)
    {
        SceneClass = class<UIScene> ( DynamicLoadObject(NewMenu, class'Class'));
        LogInternal("### SceneClass:"@SceneClass);
        UIController.SceneClient.CreateMenu(SceneClass, );
    }
}


/** Internal.  Returns FALSE if we're restricted from commincating, TRUE otherwise. */
simulated private function bool CanCommunicate()
{
    if ( (OnlineSub != None) && (OnlineSub.PlayerInterface != None) && (LocalPlayer(Player) != None) )
    {
        return ( OnlineSub.PlayerInterface.CanCommunicate(LocalPlayer(Player).ControllerId) != FPL_Disabled && !bServerMutedText );
    }

    // assume we are allowed to talk unless the online layer specifically says we cannot
    return !bServerMutedText;
}

exec function Talk()
{
    local Console Console;
    local LocalPlayer LP;

    LP = LocalPlayer(Player);
    if ( (LP != None) && CanCommunicate() && (LP.ViewportClient.ViewportConsole != None) )
    {
        Console = LocalPlayer(Player).ViewportClient.ViewportConsole;
        Console.StartTyping("Say ");
    }
}

exec function TeamTalk()
{
    local Console Console;
    local LocalPlayer LP;

    LP = LocalPlayer(Player);
    if ( (LP != None) && CanCommunicate() && (LP.ViewportClient.ViewportConsole != None) )
    {
        Console = LocalPlayer(Player).ViewportClient.ViewportConsole;
        Console.StartTyping("TeamSay ");
    }
}

exec function ShowMap()
{
    local byte DesiredBase;

    if( (UTOnslaughtGRI(WorldInfo.GRI) != None ))
    {
        ShowMidGameMenu('MapTab',true);
    }
    else if ( (UTCTFHUD(myHUD) != None) && (PlayerReplicationInfo != None) && (PlayerReplicationInfo.Team != None) )
    {
        DesiredBase = PlayerReplicationInfo.bHasFlag ? PlayerReplicationInfo.Team.TeamIndex : (1 - PlayerReplicationInfo.Team.TeamIndex);
        BasePath(DesiredBase);
    }
}

server reliable function ServerViewingMap(bool bNewValue)
{
    bViewingMap = bNewValue;
}

client reliable function ShowHudMap()
{
    local UTUITabPage_MapTab MapTab;
    local UTUIScene_MidGameMenu CurrentMidGameMenu;

    CurrentMidGameMenu = ShowMidGameMenu('MapTab',true);

    if ( CurrentMidGameMenu != none )
    {
        MapTab = UTUITabPage_MapTab( CurrentMidGameMenu.FindChild('MapTab',true) );
        if ( MapTab != none )
        {
            MapTab.AllowTeleporting();
        }
    }

}
exec function ShowMenu()
{
    local Sequence GameSequence;
    local array<SequenceObject> SkipEvents;
    local int i;

    // on host, check if should skip tutorial
    if ( Role == ROLE_Authority && WorldInfo.GRI.bMatchHasBegun && UTGame(WorldInfo.Game) != None &&
        (WorldInfo.IsPlayInEditor() || UTCinematicGame(WorldInfo.Game) != None || UTGame(WorldInfo.Game).SinglePlayerMissionID != INDEX_NONE) )
    {
        //@HACK: Sinkhole's Kismet script has a bug that breaks things if you skip the tutorial less than a second in
        if (!(string(WorldInfo.GetPackageName()) ~= "WAR-Sinkhole") || WorldInfo.GRI.ElapsedTime >= 2)
        {
            GameSequence = WorldInfo.GetGameSequence();
            if (GameSequence != None)
            {
                GameSequence.FindSeqObjectsByClass(class'UTSeqEvent_SkipCinematic', true, SkipEvents);
                for (i = 0; i < SkipEvents.length; i++)
                {
                    if ( UTSeqEvent_SkipCinematic(SkipEvents[i]).bEnabled &&
                        UTSeqEvent_SkipCinematic(SkipEvents[i]).CheckActivate(self, self) )
                    {
                        // if we skipped something, don't show the menu
                        return;
                    }
                }
            }
        }
    }
    ShowMidGameMenu('',true);
}

function UTUIScene_MidGameMenu ShowMidGameMenu(optional name TabTag,optional bool bEnableInput)
{
    local UTGameReplicationInfo GRI;

    if ( CommandMenu != none )
    {
        CommandMenu.CloseScene(CommandMenu);
        CommandMenu = none;
    }


    if (bInitialProcessingComplete)
    {
        GRI = UTGameReplicationInfo(WorldInfo.GRI);
        if ( GRI != none )
        {
            return GRI.ShowMidGameMenu(self, TabTag, bEnableInput);
        }
    }

    return none;
}


/* epic ===============================================
* ::ClientGameEnded
*
* Replicated equivalent to GameHasEnded().
*
 * @param   EndGameFocus - actor to view with camera
 * @param   bIsWinner - true if this controller is on winning team
* =====================================================
*/
reliable client function ClientGameEnded(optional Actor EndGameFocus, optional bool bIsWinner)
{
    if( EndGameFocus == None )
        ServerVerifyViewTarget();
    else
    {
        SetViewTarget(EndGameFocus);
    }

    if ( (PlayerReplicationInfo != None) && !PlayerReplicationInfo.bOnlySpectator )
        PlayWinMessage( bIsWinner );

    ClientEndZoom();

    GotoState('RoundEnded');

    SetBehindView(true);
}

/* epic ===============================================
* ::RoundHasEnded
*
 * @param   EndRoundFocus - actor to view with camera
* =====================================================
*/
function RoundHasEnded(optional Actor EndRoundFocus)
{
    SetViewTarget(EndRoundFocus);
    ClientRoundEnded(EndRoundFocus);
    GotoState('RoundEnded');
}

/* epic ===============================================
* ::ClientRoundEnded
*
 * @param   EndRoundFocus - actor to view with camera
* =====================================================
*/
reliable client function ClientRoundEnded(Actor EndRoundFocus)
{
    if( EndRoundFocus == None )
        ServerVerifyViewTarget();
    else
    {
        SetViewTarget(EndRoundFocus);
    }
    ClientEndZoom();

    GotoState('RoundEnded');

    SetBehindView(true);
}

/* epic ===============================================
* ::CheckBulletWhip
*
 * @param   BulletWhip - whip sound to play
 * @param   FireLocation - where shot was fired
 * @param   FireDir - direction shot was fired
 * @param   HitLocation - impact location of shot
* =====================================================
*/
function CheckBulletWhip(soundcue BulletWhip, vector FireLocation, vector FireDir, vector HitLocation)
{
    local vector PlayerDir;
    local float Dist, PawnDist;

    if ( ViewTarget != None  )
    {
        // if bullet passed by close enough, play sound
        // first check if bullet passed by at all
        PlayerDir = ViewTarget.Location - FireLocation;
        Dist = PlayerDir Dot FireDir;
        if ( (Dist > 0) && ((FireDir Dot (HitLocation - ViewTarget.Location)) > 0) )
        {
            // check distance from bullet to vector
            PawnDist = VSize(PlayerDir);
            if ( Square(PawnDist) - Square(Dist) < 40000 )
            {
                // check line of sight
                if ( FastTrace(ViewTarget.Location + class'UTPawn'.default.BaseEyeheight*vect(0,0,1), FireLocation + Dist*FireDir) )
                {
                    PlaySound(BulletWhip, true,,, HitLocation);
                }
            }
        }
    }
}
/* epic ===============================================
* ::PawnDied - Called when a pawn dies
*
 * @param   P - The pawn that died
* =====================================================
*/

function PawnDied(Pawn P)
{
    LastAutoObjective = None;
    Super.PawnDied(P);
    ClientPawnDied();
}

/**
 * Client-side notification that the pawn has died.
 */
reliable client simulated function ClientPawnDied()
{
    // Unduck if ducking

    if (UTPlayerInput(PlayerInput) != none)
    {
        UTPlayerInput(PlayerInput).bDuck = 0;
    }

    // End Zooming

    EndZoom();
}

/** shows the path to the specified team's base or other main objective */
exec function BasePath(byte Num)
{
    if (PlayerReplicationInfo.Team != None)
    {
        ServerShowPathToBase(num);
    }
}

reliable server function ServerShowPathToBase(byte TeamNum)
{
    if (Pawn != None && WorldInfo.TimeSeconds - LastShowPathTime > 0.5)
    {
        LastShowPathTime = WorldInfo.TimeSeconds;

        UTGame(WorldInfo.Game).ShowPathTo(self, TeamNum);
    }
}

//spectating player wants to become active and join the game
reliable server function ServerBecomeActivePlayer()
{
    local UTGame Game;

    Game = UTGame(WorldInfo.Game);
    if (PlayerReplicationInfo.bOnlySpectator && Game != None && Game.AllowBecomeActivePlayer(self))
    {
        SetBehindView(false);
        FixFOV();
        ServerViewSelf();
        PlayerReplicationInfo.bOnlySpectator = false;
        Game.NumSpectators--;
        Game.NumPlayers++;
        PlayerReplicationInfo.Reset();
        BroadcastLocalizedMessage(Game.GameMessageClass, 1, PlayerReplicationInfo);
        if (Game.bTeamGame)
        {
            //@FIXME: get team preference!
            //Game.ChangeTeam(self, Game.PickTeam(int(GetURLOption("Team")), None), false);

            Game.ChangeTeam(self, Game.PickTeam(0, None), false);
        }
        if (!Game.bDelayedStart)
        {
            // start match, or let player enter, immediately
            Game.bRestartLevel = false;  // let player spawn once in levels that must be restarted after every death
            if (Game.bWaitingToStartMatch)
            {
                Game.StartMatch();
            }
            else
            {
                Game.RestartPlayer(self);
            }
            Game.bRestartLevel = Game.Default.bRestartLevel;
        }
        else
        {
            GotoState('PlayerWaiting');
        }

        ClientBecameActivePlayer();
    }
}

reliable client function ClientBecameActivePlayer()
{
    UpdateURL("SpectatorOnly", "", false);
}

exec function FlushDebug()
{
    FlushPersistentDebugLines();
}

/*********************************************************************************************
 * Zooming Functions
 *********************************************************************************************/

/** called through camera anim code when it modifies FOVAngle */
function OnUpdatePropertyFOVAngle()
{
    bCurrentCamAnimAffectsFOV = true;
    // adjust the anim's FOV so that it is relative to our desired FOV
    FOVAngle = DesiredFOV + (FOVAngle - 90.0);
}

/**
 * Called each frame from PlayerTick this function is used to transition towards the DesiredFOV
 * if not already at it.
 *
 * @Param   DeltaTime   -   Time since last update
 */
function AdjustFOV(float DeltaTime)
{
    local float DeltaFOV;

    if (FOVAngle != DesiredFOV && (!bCurrentCamAnimAffectsFOV || CameraAnimPlayer.bFinished))
    {
        if (bNonlinearZoomInterpolation)
        {
            // do nonlinear interpolation
            FOVAngle = FInterpTo(FOVAngle, DesiredFOV, DeltaTime, FOVNonlinearZoomInterpSpeed);
        }
        else
        {
            // do linear interpolation
            if ( FOVLinearZoomRate > 0.0 )
            {
                DeltaFOV = FOVLinearZoomRate * DeltaTime;

                if (FOVAngle > DesiredFOV)
                {
                    FOVAngle = FMax( DesiredFOV, (FOVAngle - DeltaFOV) );
                }
                else
                {
                    FOVAngle = FMin( DesiredFOV, (FOVAngle + DeltaFOV) );
                }
            }
            else
            {
                FOVAngle = DesiredFOV;
            }
        }
    }
}

/**
 * This function will cause the PlayerController to begin zooming to a new FOV Level.
 *
 * @Param   NewDesiredFOV       -   The new FOV Value to head towards
 * @Param   NewZoomRate         -   The rate of transition in degrees per second
 */

simulated function StartZoom(float NewDesiredFOV, float NewZoomRate)
{
    FOVLinearZoomRate = NewZoomRate;
    DesiredFOV = NewDesiredFOV;

    // clear out any nonlinear zoom info
    bNonlinearZoomInterpolation = FALSE;
    FOVNonlinearZoomInterpSpeed = 0.f;
}

/*
 * @Param   bNonlinearInterp    -   TRUE to use FInterpTo, which provides for a nonlinear interpolation with a decelerating arrival characteristic.
 *                                  FALSE for Linear interpolation.
 */
simulated function StartZoomNonlinear(float NewDesiredFOV, float NewZoomInterpSpeed)
{
    DesiredFOV = NewDesiredFOV;
    FOVNonlinearZoomInterpSpeed = NewZoomInterpSpeed;

    // clear out any linear zoom info
    bNonlinearZoomInterpolation = TRUE;
    FOVLinearZoomRate = 0.f;
}

/**
 * This function will stop the zooming process keeping the current FOV Angle
 */
simulated function StopZoom()
{
    DesiredFOV = FOVAngle;
    FOVLinearZoomRate = 0.0f;
}

/**
 * This function will end a zoom and reset the FOV to the default value
 */

simulated function EndZoom()
{
    DesiredFOV = DefaultFOV;
    FOVAngle = DefaultFOV;
    FOVLinearZoomRate = 0.0f;
    FOVNonlinearZoomInterpSpeed = 0.f;
}

/** Ends a zoom, but interpolates nonlinearly back to the default value. */
simulated function EndZoomNonlinear(float ZoomInterpSpeed)
{
    DesiredFOV = DefaultFOV;
    FOVNonlinearZoomInterpSpeed = ZoomInterpSpeed;

    // clear out any linear zoom info
    bNonlinearZoomInterpolation = TRUE;
    FOVLinearZoomRate = 0.f;
}

/**
 * Allows the server to tell the client to end zoom
 */
reliable simulated client function ClientEndZoom()
{
    EndZoom();
}

function UpdateRotation( float DeltaTime )
{
    local rotator DeltaRot;

    if (bDebugFreeCam)
    {
        // Calculate Delta to be applied on ViewRotation
        DeltaRot.Yaw    = PlayerInput.aTurn;
        DeltaRot.Pitch  = PlayerInput.aLookUp;
        ProcessViewRotation( DeltaTime, DebugFreeCamRot, DeltaRot );
    }
    else
    {
        super.UpdateRotation(DeltaTime);
    }
}

/**
 * Show the Quick Pick Scene
 */
exec function ShowQuickPick()
{
    if ( bDisableQuickPick || (Pawn != none && Vehicle(Pawn) != none) || CommandMenu != none )
    {
        PrevWeapon();
    }
    else
    {
        //SetTimer( 0.250f, FALSE, 'AtuallyShowQuickPickMenu' );
        UTHUD(myHUD).ShowQuickPickMenu(true);
    }
}

/**
 * Hide the Quick Pick Scene
 */
exec function HideQuickPick()
{
    // so if the timer is going then we have released the button before the QuickPick Menu popped up and we want to do NextWeapon()
    if( IsTimerActive( 'AtuallyShowQuickPickMenu' ) == TRUE )
    {
        ClearTimer( 'AtuallyShowQuickPickMenu' );
        PrevWeapon();
    }
    // we held the button down long enough for timer to run out and we actually want the QuickPick to be hidden
    else
    {
        UTHUD(myHUD).ShowQuickPickMenu(false);
    }
}

/** This will show the QuickPick Menu! **/
function AtuallyShowQuickPickMenu()
{
    UTHUD(myHUD).ShowQuickPickMenu(true);
}




/**
 * Turn the QuickPick System off
 */
exec function ToggleQuickPickOff()
{
    if ( bDisableQuickPick )
    {
        bDisableQuickPick = false;
    }
    else
    {

        // FIXMEUI - Tell hud to show the quickpick menu
        bDisableQuickPick=true;
    }
}

/** debug command for bug reports */
exec function GetPlayerLoc()
{
    LogInternal("Location:" @ Location,'PlayerLoc');
    LogInternal("Rotation:" @ Rotation,'PlayerLoc');
}

/** Called from the UTTeamGameMessage, this will cause all TeamColored Images on the hud to pulse. */
function PulseTeamColor()
{
    PulseTimer = default.PulseTimer;
    bPulseTeamColor = true;
}

function SetPawnConstructionScene(bool bShow)
{
    bConstructioningMeshes = bShow;
}

/** called when the GRI finishes processing custom character meshes */
function CharacterProcessingComplete()
{
    local UTUIScene_MidGameMenu Menu;
    local UTGameReplicationInfo GRI;
    local string LastMovie;
    local LocalPlayer LP;

    LastMovie = class'Engine'.Static.GetLastMovieName();

    if(InStr(LastMovie, "UT_loadmovie") != -1)
    {
        // stop the loading movie that was up during precaching
        class'Engine'.static.StopMovie();
    }

    SetPawnConstructionScene(false);
    bInitialProcessingComplete = true;
    ServerSetProcessingComplete();

    // If the match hasn't started, bring up the map

    GRI = UTGameReplicationInfo(WorldInfo.GRI);

//	if ( WorldInfo.NetMode != NM_Standalone && GRI != none && !GRI.bMatchHasBegun )
    if ( GRI != none && !GRI.bMatchHasBegun && !GRI.bStoryMode && !bAlreadyReset && WorldInfo.NetMode != NM_Standalone )
    {
        Menu = ShowMidGameMenu('GameTab',true);
        bAlreadyReset = true;
        if ( Menu != none )
        {
            Menu.Reset();
        }
    }

    // if the controller was yanked while we were loading, we couldn't pause the game because that would cause character construction
    // to never complete, so check for a missing controller now

    // don't check for None so that we know if we don't have a valid OnlineSub at this point.
    LP = LocalPlayer(Player);
    if ( LP != None )
    {
        if ( !OnlineSub.SystemInterface.IsControllerConnected(LP.ControllerId) )
        {
            OnControllerChanged(LP.ControllerId, false);
        }
    }
}


/** called after any initial clientside processing is complete to allow the client to spawn in */
reliable server function ServerSetProcessingComplete()
{
    bInitialProcessingComplete = true;
}

/** this is used in seamless travel when the PlayerController class got replaced to force bInitialProcessingComplete to true */
reliable client function ClientSetProcessingComplete()
{
    bInitialProcessingComplete = true;
}

event NotifyLoadedWorld(name WorldPackageName, bool bFinalDest)
{
    local UTGameReplicationInfo GRI;
    local UTPlayerReplicationInfo PRI;
    local int i;
    local UTPlayerController PC;

    Super.NotifyLoadedWorld(WorldPackageName, bFinalDest);

    if (!bFinalDest)
    {
        GRI = UTGameReplicationInfo(WorldInfo.GRI);
        if (GRI != None)
        {
            // look for players that need a custom character mesh
            foreach LocalPlayerControllers(class'UTPlayerController', PC)
            {
                PRI = UTPlayerReplicationInfo(PC.PlayerReplicationInfo);
                if (PRI != None && (PRI.CharacterMesh == None || PRI.bUsingReplacementCharacter))
                {
                    GRI.ProcessCharacterData(PRI);
                }
            }
            for (i = 0; i < GRI.PRIArray.length; i++)
            {
                PRI = UTPlayerReplicationInfo(GRI.PRIArray[i]);
                if (PRI != None && (PRI.CharacterMesh == None || PRI.bUsingReplacementCharacter))
                {
                    GRI.ProcessCharacterData(PRI);
                }
            }

            if (GRI.IsProcessingCharacterData())
            {
                WorldInfo.SetSeamlessTravelMidpointPause(true);
            }
        }
    }
}

function bool CanRestartPlayer()
{
    local UTGame Game;

    Game = UTGame(WorldInfo.Game);
    return ((bInitialProcessingComplete || (Game != None && Game.bQuickStart)) && Super.CanRestartPlayer());
}

/**
 * Sets the ClanTag for this player.
 *
 * @param InClanTag New clan tag for the player.
 */
reliable server function ServerSetClanTag(string InClanTag)
{
    UTPlayerReplicationInfo(PlayerReplicationInfo).ClanTag = InClanTag;
}


/**
 * @return Returns the index of this PC in the GamePlayers array.
 */
native function int GetUIPlayerIndex();

/**
 * Sets the current gamma value.
 *
 * @param New Gamma Value, must be between 0.0 and 1.0
 */
native function SetGamma(float GammaValue);

/**
 * Sets whether or not hardware physics are enabled.
 *
 * @param bEnabled  Whether to enable the physics or not.
 */
native function SetHardwarePhysicsEnabled(bool bEnabled);

/** Loads the player's custom character from their profile. */
function LoadCharacterFromProfile(UTProfileSettings Profile)
{
    local string OutStringValue;
    local bool bRandomCharacter;

    bRandomCharacter = true;

    // HACK to always return same char
    //ServerSetCharacterData(class'UTCustomChar_Data'.static.CharDataFromString("C,IRNM,B,NONE,NONE,NONE,A,A,B,A,C,T,T"));
    //return;

    // get character info and send to server
    if(Profile.GetProfileSettingValueStringByName('CustomCharData', OutStringValue))
    {
        if(Len(OutStringValue)>0)
        {
            LogInternal("UTPlayerController::LoadCharacterFromProfile() - Loaded character data from profile.");
            ServerSetCharacterData(GetPlayerCustomCharData(OutStringValue));
            bRandomCharacter = false;
        }
    }

    // Autogenerate character data if they do not have a character set.
    if (bRandomCharacter)
    {
        if(UTPlayerReplicationInfo(PlayerReplicationInfo) == None || UTPlayerReplicationInfo(PlayerReplicationInfo).CharacterData.FamilyID == "")
        {
            LogInternal("UTPlayerController::LoadCharacterFromProfile() - Character data not found, generating a random character.");
            ServerSetCharacterData(class'UTCustomChar_Data'.static.MakeRandomCharData());
        }
        else
        {
            ServerSetCharacterData(UTPlayerReplicationInfo(PlayerReplicationInfo).CharacterData);
        }
    }
}

function SendMessage(PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType)
{
    if ( (MessageType == 'TAUNT') && (Recipient != None) && (UTPlayerController(Recipient.Owner) != None) && !UTPlayerController(Recipient.Owner).bAutoTaunt )
    {
        // don't autotaunt people who don't want it
        return;
    }
    UTPlayerReplicationInfo(PlayerReplicationInfo).VoiceClass.static.SendVoiceMessage(self, Recipient, MessageType, DamageType);
}

/**
  * Receive a taunt from a player - process locally, since character may be different on client
  */
unreliable client function ReceiveTauntMessage( UTPlayerReplicationInfo SenderPRI, Name EmoteTag, Int Seed)
{
    if ( SenderPRI.VoiceClass != None )
    {
        SenderPRI.VoiceClass.static.ClientPlayTauntAnim(self, SenderPRI, EmoteTag, Seed);
    }
}

/**
  * Receive a voice message from a bot - process locally, since character may be different on client
  */
unreliable client function ReceiveBotVoiceMessage(UTPlayerReplicationInfo SenderPRI, int MessageIndex, object LocationObject)
{
    if ( SenderPRI.VoiceClass != None )
    {
        ReceiveLocalizedMessage( SenderPRI.VoiceClass, MessageIndex, SenderPRI,, LocationObject );
    }
}

/** @return Whether or not the user has a keyboard plugged-in. */
native simulated function bool IsKeyboardAvailable() const;

/** @return Whether or not the user has a mouse plugged-in. */
native simulated function bool IsMouseAvailable() const;

/** Gathers player settings from the client's profile. */
exec function RetrieveSettingsFromProfile()
{
    LoadSettingsFromProfile(true);
}

/**
 * Updates sound volumes and screen brightness.
 * Done in a seperate function so it can be called by the sliders to update these values in real time without doing a lot of extra work.
 */
function UpdateVolumeAndBrightness()
{
    local int OutIntValue;
    local UTProfileSettings Profile;

    Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile);

    // Set volumes
    if(Profile.GetProfileSettingValueIntByName('SFXVolume', OutIntValue))
    {
        SetAudioGroupVolume( 'SFX', (OutIntValue / 10.0f) );
    }

    if(Profile.GetProfileSettingValueIntByName('VoiceVolume', OutIntValue))
    {
        SetAudioGroupVolume( 'Dialog', (OutIntValue / 10.0f) );
    }

    if(Profile.GetProfileSettingValueIntByName('AnnouncerVolume', OutIntValue))
    {
        SetAudioGroupVolume( 'Announcer', (OutIntValue / 10.0f) );
    }

    if(Profile.GetProfileSettingValueIntByName('MusicVolume', OutIntValue))
    {
        SetAudioGroupVolume( 'Music', (OutIntValue / 10.0f) );
    }

    if(Profile.GetProfileSettingValueIntByName('AmbianceVolume', OutIntValue))
    {
        SetAudioGroupVolume( 'Ambient', (OutIntValue / 10.0f) );
    }

    // Set Gamma
    if(Profile.GetProfileSettingValueIntByName('Gamma', OutIntValue))
    {
        SetGamma(OutIntValue / 10.0f);
    }
}

function LoadSettingsFromProfile(bool bLoadCharacter)
{
    local int PlayerIndex, OutIntValue, NewNetSpeed;
    local float OutFloatValue;
    local string OutStringValue;
    local UTProfileSettings Profile;
    local UTHUD MyUTHUD;
    local UTWeapon W;

    if (LocalPlayer(Player) == None)
    {
        return;
    }

    // If we are NOT epic internal, then do not set any settings.
    if (!IsEpicInternal())
    {
        LogInternal("UTPlayerController::LoadSettingsFromProfile() - Not an Epic internal build, skipping setting profile settings.");
        return;
    }

    MyUTHUD = UTHUD(myHUD);
    Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile);

    if(Profile != none)
    {
        PlayerIndex = GetUIPlayerIndex();

        LogInternal("Retrieving Profile Settings for UI PlayerIndex " $ PlayerIndex);

        // If we're the 2nd player and we are not logged-in, then set the profile to defaults.
        if(PlayerIndex == 1 && OnlineSub!=None && OnlineSub.PlayerInterface!=None && OnlineSub.PlayerInterface.GetLoginStatus(LocalPlayer(Player).ControllerId)==LS_NotLoggedIn)
        {
            LogInternal("UTPlayerController::OnReadProfileSettingsComplete() - 2nd player not logged in, resetting profile to defaults, ControllerId: " $ LocalPlayer(Player).ControllerId);
            ResetProfileToDefault(OnlinePlayerData.ProfileProvider.Profile);
        }

        ///////////////////////////////////////////////////////////////////////////
        // Player Custom Character
        ///////////////////////////////////////////////////////////////////////////

        if(Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_AllowCustomCharacters, OutIntValue))
        {
            class'UTGameReplicationInfo'.default.bForceDefaultCharacter = (OutIntValue == UTPID_VALUE_NO);
            if (UTGameReplicationInfo(WorldInfo.GRI) != None)
            {
                UTGameReplicationInfo(WorldInfo.GRI).bForceDefaultCharacter = class'UTGameReplicationInfo'.default.bForceDefaultCharacter;
            }
        }

        if (bLoadCharacter)
        {
            LoadCharacterFromProfile(Profile);
        }

        ///////////////////////////////////////////////////////////////////////////
        // Shared Options - These options are shared between all players on this machine.
        ///////////////////////////////////////////////////////////////////////////

        // Only allow player 0 to set shared options.
        if(PlayerIndex==0)
        {
            UpdateVolumeAndBrightness();
        }

        ///////////////////////////////////////////////////////////////////////////
        // Video Options
        ///////////////////////////////////////////////////////////////////////////

        // PostProcessPreset
        if(Profile.GetProfileSettingValueIdByName('PostProcessPreset', OutIntValue))
        {
            if(OutIntValue < PostProcessPresets.length)
            {
                Player.PP_DesaturationMultiplier = PostProcessPresets[OutIntValue].Desaturation;
                Player.PP_HighlightsMultiplier = PostProcessPresets[OutIntValue].Highlights;
                Player.PP_MidTonesMultiplier = PostProcessPresets[OutIntValue].MidTones;
                Player.PP_ShadowsMultiplier = PostProcessPresets[OutIntValue].Shadows;

                /*
                `Log("PP_MidTonesMultiplier Changed: " $ PostProcessPresets[OutIntValue].MidTones);
                `Log("PP_ShadowsMultiplier Changed: " $ PostProcessPresets[OutIntValue].Shadows);
                `Log("PP_HighlightsMultiplier Changed: " $ PostProcessPresets[OutIntValue].HighLights);
                `Log("PP_DesaturationMultiplier Changed: " $ PostProcessPresets[OutIntValue].Desaturation);
                */
            }
        }

        /*
        // DefaultFOV
        if(Profile.GetProfileSettingValueIntByName('DefaultFOV', OutIntValue))
        {
            DefaultFOV = Clamp(OutIntValue, 80, 120);
        }
        */

        if(Profile.GetProfileSettingValueIdByName('EnableHardwarePhysics', OutIntValue))
        {
            SetHardwarePhysicsEnabled(OutIntValue==UTPID_VALUE_YES);
        }

        if(Profile.GetProfileSettingValueIdByName('Subtitles', OutIntValue))
        {
            SetShowSubtitles(OutIntValue==UTPID_VALUE_YES);
        }



        ///////////////////////////////////////////////////////////////////////////
        // Audio Options
        ///////////////////////////////////////////////////////////////////////////

        // AnnounceSetting
        if (Announcer != None && Profile.GetProfileSettingValueIdByName('AnnounceSetting', OutIntValue))
        {
            Announcer.AnnouncerLevel = byte(OutIntValue);
        }

        // AutoTaunt
        if(Profile.GetProfileSettingValueIdByName('AutoTaunt', OutIntValue))
        {
            SetAutoTaunt(OutIntValue==UTPID_VALUE_YES);
        }

        /* - Disabled
        // MessageBeep
        if(Profile.GetProfileSettingValueIdByName('MessageBeep', OutIntValue))
        {
            if (myHUD != None)
            {
                myHUD.bMessageBeep = (OutIntValue==UTPID_VALUE_YES);
            }
            class'HUD'.default.bMessageBeep = (OutIntValue==UTPID_VALUE_YES);
        }
        */

        // MuteVoice
        if( Profile.GetProfileSettingValueIdByName( 'MuteVoice', OutIntValue ) )
        {
            if( VoiceInterface != None )
            {
                // Is muting enabled?
                if( OutIntValue == 1 )
                {
                    // Prevent us from hearing anyone
                    VoiceInterface.MuteAll( PlayerIndex, false );       // Allow friends?
                }
                else
                {
                    // Allow us to hear everyone
                    VoiceInterface.UnmuteAll( PlayerIndex );
                }
            }
        }

        // TextToSpeechMode
        if(Profile.GetProfileSettingValueIdByName('TextToSpeechMode', OutIntValue))
        {
            switch(OutIntValue)
            {
            case TTSM_None:
                bNoTextToSpeechVoiceMessages=true;
                bTextToSpeechTeamMessagesOnly=false;
                break;
            case TTSM_TeamOnly:
                bNoTextToSpeechVoiceMessages=false;
                bTextToSpeechTeamMessagesOnly=true;
                break;
            case TTSM_All:default:
                bNoTextToSpeechVoiceMessages=false;
                bTextToSpeechTeamMessagesOnly=false;
            }
        }

        ///////////////////////////////////////////////////////////////////////////
        // Input Options
        ///////////////////////////////////////////////////////////////////////////

        if ( PlayerInput != none )
        {
            // Invert Y
            if(Profile.GetProfileSettingValueIdByName('InvertY', OutIntValue))
            {
                PlayerInput.bInvertMouse = (OutIntValue==PYIO_On);
            }

            // Invert X
            if(Profile.GetProfileSettingValueIdByName('InvertX', OutIntValue))
            {
                PlayerInput.bInvertTurn = (OutIntValue==PXIO_On);
            }

            // Mouse Smoothing
            if(Profile.GetProfileSettingValueIdByName('MouseSmoothing', OutIntValue))
            {
                PlayerInput.bEnableMouseSmoothing = (OutIntValue==UTPID_VALUE_YES);
            }

            // Mouse Sensitivity (Game)
            if(Profile.GetProfileSettingValueIntByName('MouseSensitivityGame', OutIntValue))
            {
                // Fix up non-patch values
                if ( OutIntValue < 11 )
                {
                    OutIntValue = 5 * OutIntValue * 100;
                    Profile.SetProfileSettingValueInt(423, OutIntValue); // UTPID_MouseSensitivityGame = 423
                }
                PlayerInput.MouseSensitivity = OutIntValue / 100.0; // Mouse sensitivity is between 0-100
            }


            // MouseSmoothingStrength
            if(Profile.GetProfileSettingValueIntByName('MouseSmoothingStrength', OutIntValue))
            {