More performance optimizations and fix for the default UnrealI and UnrealShare weapons online. (Or any non-TournamentWeapon)
Only change in the RC3 update is the addition of some new code that Higor at UT99.org posted for me as an example of how to maintain the mutator chain while still hijacking the BaseMutator. There is no longer a requirement that this mutator be loaded first.
Both the PostBeginPlay and AddMutator functions in the source are almost 100% what Higor wrote for me.
Bypasses the UT code that replaces all Unreal weapons/inventory with the UT99 counterparts.
Thus enabling ALL the classes to co-exist on the same map at the same time.
With this running you can just copy a Dm map from Unreal into your UT\maps directory and then play the map with the original Unreal guns the author had placed there.
For online use, if you are using the default UnrealI or UnrealShare weapons you should set the new bU1GunFix config variable to False in the UT2U1.ini file. This ONLY needs to be true if you are playing on Unreal maps or maps that include the default Unreal Guns ONLINE.
The performance boost this gives things by eliminating a LOT of extra processing that was happening for EVERY SINGLE ACTOR in your games is considerable.
Recommend using it even if you are NOT going to add any Unreal components to your games.
Copy UT2U1.u and UT2U1.int into your UnrealTournament/System folder. If running a server that will have U1 weapons on it, copy the UT2U1.ini file also, and set the bU1GunFix variable to True.
Select "Loathsomes UT Tweak" from your mutators list.
For servers add UT2U1.UT2U1 to your server startup line.
No need for uz file on redirect or a serverpackage line in your UT.ini file for either as both run serverside only.
This seems to be compatible with anything that does not hijack the BaseMutator position.
Credits to Higor for his help, and also PaperCoffee, GoPostal and everybody else at UT99.org who helped test this.
Note. This will not work with U1. I compiled it with Botpack as an edit package. DERP!!!!
RC2, will work with U1 and UT. It will most likely also fix the errors inherited from the Fly code that occasionally cause the warnings in the log. (State TacticalMove. Function PickDestination craps....)
The default sightradius for the zombies is set at 8200, but if you use the SwarmSpawner mutator instead of the mutator included in the Zombies5 package, I think you can adjust that. (Haven't testing adjusting that specific setting yet,....)