4    {
    7        Sort(emote_array_names,emote_array_names.Count());
 
    8        
   10        ref EmoteBase new_emote;
   11        
   12        for (int i = 0; i < emote_array_names.Count(); i++)
   13        {
   14            new_emote = EmoteBase.Cast(emote_array_names[i].
Spawn());
 
   15            if (new_emote)
   16            {
   17                if (new_emote.GetID() < 0)
   18                {
   19                    ErrorEx(
"Emote " + emote_array_names[i].
ToString() + 
" has an invalid ID, registation failed!");
 
   20                    return false;
   21                }
   22                else if (emoteMap.Contains(new_emote.GetID()))
   23                {
   24                    ErrorEx(
"Emote " + emote_array_names[i].
ToString() + 
" has a duplicate ID, registation failed!");
 
   25                    return false;
   26                }
   27                else
   28                {
   29                    new_emote.SetOwnerPlayer(player); 
   30                    emoteMap.Insert(new_emote.GetID(), new_emote);
   31                }
   32            }
   33        }
   34        return true;
   35    }
void Spawn()
spawn damage trigger
 
void RegisterEmotes(TTypenameArray emotes)
 
proto void Sort(void param_array[], int num)
Sorts static array of integers(ascendically) / floats(ascendically) / strings(alphabetically)
 
array< typename > TTypenameArray