MPLEnemyBrowser - shows the enemies, and makes the player travel to the desired match
	-need to change StartMap function to use ServerTravel instead of ClientTravel

MPLKillGameQueryClient - used for deleting save games; new one added for compatibility with MPL classes

MPLKillGameQueryWindow - used for deleting save games; new one added for compatibility with MPL classes

MPLLadderLoadGame - (depreciated) gametype to load the ladder; using MPLLobbyGame instead

MPLLadderNewGame - used for starting new games
	-spawns the MPLLadderInventory

MPLLadderTransition - transition gametype for after finishing a match?

MPLLobbyGame - gametype to load a game

MPLNameEditBox - box for changing the player's name; new one added for compatibility with MPL classes

MPLNewCharacterWindow - window used to make a new character by pressing F3 in the MPLLobbyGame

MPLObjectiveBrowser - test class that combines code from the SP objectives browser and the assault browser

MPLSlotWindow - window used to load a game

MPLTeamBrowser - window that shows the player's team; new one added for compatibility with MPL classes

UT99MPLadderUTConsole - custom console class
	-ShowObjectives command (F3) handles the menus based on the gametype

MPLLadderInventory - stores saved game information; new class that probably won't work with old saves

MPLDeathMatchPlus - modified deathmatchplus that spawns bots and has different ladder classes
	-initgame() - sets the number of bots based on the MinPlayers appended at the end of the URL (which is done by MPLEnemyBrowser and the other windows)
	-DiscardInventory (from tournamentgameinfo) - changed to prevent the player's MPLLadderInventory from being destroyed

---------------
To do:

-(done?) get multiple human players to be able to join without kicking out the bots
-get all main gametypes, tutorial gametypes, and trophy gametypes to work
-add support for configuring everything in the config file (would have to make each ratedmatch and ratedteam class configurable)
	-if static funcs don't work, might have to make it that the ladderinventory or various menus spawn the info class to use
-(done) add MPLRatedTeamInfo classes
-(done) search for all uses of ClientTravel and change them to ServerTravel
-custom lobby map?
	-maybe it could use the transition gametype to look at the player's progress and put a trophy in their room
-(done?) make it so the tutorials don't spawn bots right away
	-set MinPlayers to 0 in MPLInitRatedGame, and make it increase during events (needs to be 2 in order to add 1 bot with one human player)


-errors to fix
	-(fixed?) fix problem where multiple players joining breaks the tutorial
		-trainee assignment?
	-(fixed? - numexpectedplayers has to be 1 fewer than expected?) spawnwait accessed nones
	-(fixed?) succesfulgame and restartgame accessednones
	-(fixed) crash on finishing a game - had to change MPLLadderTransition's login to return a newplayer (originally commented that out for some reason) 
	-(fixed for DM) host advancement doesn't work when another player is in their game?
		-host loses the match if another player is on when the game ends
			-successfulgame function checks to see if any playerpawn got a higher score - cause of the problem?
				-player 2's score is being used to determine who won
					-fixed by adding an if statement in MPLInitRatedGame to check if RatedPlayer was already set
	-(fixed) control points not spawning
		-replaced with custom class; now the scores aren't changing and the points aren't showing in the hud
		-(done) possible solution - make mpldomination a subclass of domination?

	-(fixed) enemy bots won't spawn in team games
		-had to make it so remainingbots wasn't set to 0 by various functions from deathmatchplus
	-(fixed, i think) now the teams are screwed up - usually swaps one enemy and one ally
		-not because of the extra player(s)
		-something to do with postbeginplay - using super(deathmatch).postbeginplay makes the assignments work, but it causes a ton of log errors
			-in the for (i=0;i<4;i++) loop from teamgameplus, leaving out everything but the last line makes the teams work, but still causes those errors
				-teaminfo problem?
		-had to add stuff from teamgameplus' postbeginplay to the end of startmatch (so all the bots are spawned and then the team stuff is set)
		-prevents the right team from being shown at the start in the "you are on X" message

	-(fixed! WOOOOOOO) level progression not working in domination even though it registers as a win
		-the reason - UT99MPLadderUTConsole's evaluatematch function calls the LadderMenu's EvaluateMatch function, which is responsible for saving the game
			-deathmatch was working because the console called EvaluateMatch with a value of 1, which is deathmatch's value
			-changing that value to 0 makes it so you can't progress at all
			-try using Root.GetPlayerOwner() to get the player's inventory and get the right value for the transition
				-this does mean that the game only saves if the player opens the transition menu

	-(kind of fixed) winning a ladder/using advanceall keeps making the player load the trophy map
		-fixed by disabling the bTrophyTravelPending if statement in MPLUTLadder's tick function
	
	-(fixed) assault stuff not showing up
		-typo for ladder class in MPLUTLadderAS' ladder variable (missing an L)
	
	-(fixed?) teams are all screwed up in the other team gametypes
		-changing mplteamgameplus to be like mpldomination should do it
		-okay, that didn't do it
			-probably have to change the remaining bots references
			-changed postlogin in MPLDeathMatchPlus to match the one in MPLDomination
				-now there are too many bots
					-reverted those changes - will just have to make changes to the teamgames separately

	-(fixed) ctf flag not showing up
		-(fixed) closetopointman errors like in domination (should be fixed by having the flag out)
		-(done) might have to make the gametype an extension of ctfgame like MPLDomination does with Domination
			-crap, the flagbase class does that same stupid thing that the control points do
		-(fixed) now players aren't spawning
			-took timer, postlogin, spawnratedbot, and startmatch from MPLDomination - still not working
				-also added toomanybots, forceaddbot, and needplayers
			-MPLLadderInventory didn't account for the new gametype, that might be it
				-NOPE
			-added acceptinventory and now it works
				-(fixed) teams are messed up again though
					-had to add references to MPLCTFGame in MPLRatedTeamInfo
			-(not happening?) player's teammates don't spawn in larger matches
				-domination is fine though
		-assault's fortstandards are the same way, wonderful

	-(done?) gonna need to set the advanceall command/skipall to work for all the gametypes and not just DM

	-(fixed - had to redo the objectives browser) assault objectives not showing

	-(fixed) assault's attacking team spawning on defense
		-bots are partially wrong too - too many
			-added timer - didn't fix it
		-it's not due to the team stuff being moved to startmatch
		-swapping 0s and 1s in FindPlayerStart and then changing the Super().FindPlayerStart to Super(TeamGamePlus).FindPlayerStart might have helped a bit
			-that made the attackers spawn in the right places, but it still said that the player had to defend
		-finally fixed by putting the stuff from TeamGamePlus PostBeginPlay at the start of StartMatch instead of the end
	
	-(fixed) assault teams spawning together
		-see previous section

	-(fixed?) extra bots spawning in assault
		-fixed by either replacing all of the Supers with Super(TeamGamePlus) or by replacing stuff in InitGame so that it's like MPLDomination



	-(fixed) attackonlylocalfort errors
		-error line is between AttackOnlyLocalFort: 3 and AttackOnlyLocalFort: 4
			-leader?
				-yes - fixed by electing a new leader before those lines if one can't be found

	-(fixed) after winning an assault, bots don't spawn in the next round
		-mplladderinventory being destroyed? - don't think that's it
			-that was the problem after all
				-Level.ServerTravel( "?Restart", false ) in RestartGame wasn't keeping the MPLLadderInventory; changed to true and now it works

	-(not really a problem?) match history not properly displaying in the profile window
		-seems like these are caused by pressing the back button and nothing else; probably not the cause
			-Function UT99MPLadder.MPLUTLadder.Notify:018E) Accessed None
			-Function UT99MPLadder.MPLUTLadder.Notify:0196) Accessed null class context
		-doesn't seem to be displaying in regular UT, either; might not be a problem at all
		-okay, now it is showing up - why?
			-because using UTs in separate folders seems to be fine, it must be that the two UTs in the same folder conflict in some way

	-(fixed, kind of) dying in load game lobby/laddertransition destroys ladderobj?
		-made it so the player can't die from normal means and switched the lobby map to the DM tutorial, so it should be fine

	-(fixed) second player is forced to have the host's name, making them into Player2
		-servertravel code? might remove ?name= from travel code
			-commented out - search for //name bug?
				-that did it, though now you don't change your name based on the game you load

	-(fixed?) too many ally bots spawning in ctf games when someone else hosts
		-they spawn after the regular bots/players spawn and are from the same team as the player
		-when i host with the test folder, not enough bots spawn
		-went through everything in MPLDomination and copied whatever was needed

	-score not showing in ctf
		-problem with the whole team setup; won't fix

	-(fixed) assault games ending at 30 seconds (from the other player's perspective)
		-ending at normal times for the host, but timer decreases by 2 each second
			-timer function problem?
				-super(deathmatchplus).timer?
					-that seems to be it, seems fixed now

---------------
installation notes:
	-need to add the following to UnrealTournament.ini for the console to work?
		[UT99MPLadder.UT99MPLadderUTConsole]
		RootWindow=umenu.UMenuRootWindow
		-shouldn't have to do that anymore because that was moved to ut99mpladderconfig.ini


-have to set bplayersbalanceteams and balanceteams to false?

-have to open the menu in the transition gametype to save

-need to set numextraplayers for multiple gametypes/classes in UT99MPLadderConfig.ini

other notes:
	-final checkup:
		-do a full playthrough with the host sometimes winning and the ally sometimes winning
		-(done) disable all log messages
		-(done) remove all save related stuff from the config file
	-known issues:
		-"you are on *team*" doesn't display properly 