local UGCPlayerState = { ScoreData = {Kill = 0, Dead = 0, Score = 0, TechnicalScore = 0}; -- {Kill = int32, Dead = int32, Score = int32, TechnicalScore = int32} }; function UGCPlayerState:ReceiveBeginPlay() self.SuperClass.ReceiveBeginPlay(self); end function UGCPlayerState:GetScore() return self.ScoreData.Score end function UGCPlayerState:SetScore(NewSocre) self.ScoreData.Score = NewSocre end function UGCPlayerState:GetTechnicalScore() return self.ScoreData.TechnicalScore end function UGCPlayerState:SetTechnicalScore(NewSocre) self.ScoreData.TechnicalScore = NewSocre end function UGCPlayerState:PlayerKill(DeadPlayerKey, WeaponID) self.ScoreData.Kill = self.ScoreData.Kill + 1 end function UGCPlayerState:PlayerDead(KillerPlayerKey) self.ScoreData.Dead = self.ScoreData.Dead + 1 end function UGCPlayerState:ResetPlayerState() self.ScoreData = {Kill = 0, Dead = 0, Score = 0, TechnicalScore = 0} end return UGCPlayerState;