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XC_Core - Base extension for native UT99 addons by Higor

Version 7b

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Installation:
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XC_Core.u
XC_Core.int
XC_Core.dll (win32)
XC_Core.so (linux)
LZMA.dll (win32)
LZMA.so (linux)
>>>	~UnrealTournament\System\


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Setting up LZMA channel upload:
(optional, unredirected servers)
=================================
~UnrealTournament.ini
>>>
[IpDrv.TcpNetDriver] or [XC_IpDrv.XC_TcpNetDriver]
AllowDownloads=True
...
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=XC_Core.XC_ChannelDownload
DownloadManagers=Engine.ChannelDownload

Then keep the .LZMA (or .UZ) files on the same directory as the uncompressed versions.


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LZMA Compression commandlets:
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You can LZMA compress using a XC_Core commandlet:
UCC LZMACompress ..\Maps\CTF-Coret.unr

You can LZMA decompress using 7zip, WinRar or:
UCC LZMADecompress ..\Maps\CTF-Coret.unr.lzma

Both commandlets support wildcards.


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Additional natives:
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See XC_CoreStatics class (Object subclass).


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UBinary serializer:
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Now merged into XC_Core, proves minimal binary file handling to UnrealScript.
Check classes BinarySerializer (Object) and BinaryTester (Actor) for usage guidelines.

NOTES:
For security measures file writer doesn't allow creating files outside of the game directory.


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Notes:
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Having XC_Core files installed allows you to use LZMA channel download from servers that have this feature.
This package is required to run XC_Engine and XC_IpDrv.


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c++ headers and linking:
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This package contains headers that allow the user to utilize XC_Core features in own native packages.
Just add ..\XC_Core\Inc to include settings and link to XC_Core.lib (or XC_Core.so in Linux)

Don't forget to define this macro somewhere in your code (or preprocessor):
#define XC_CORE_API DLL_IMPORT

