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//============================================================================= // PlayerReplicationInfo. //============================================================================= class PlayerReplicationInfo extends ReplicationInfo native nativereplication; var float Score; // Player's current score. var float Deaths; // Number of player's deaths. //var CarriedObject HasFlag; var int Ping; // packet loss packed into this property as well var Volume PlayerVolume; var ZoneInfo PlayerZone; var int NumLives; var string PlayerName; // Player name, or blank if none. var string CharacterName, OldCharacterName; var string OldName, PreviousName; // Temporary value. var int PlayerID; // Unique id number. #if !IG_TRIBES3 // david: not using Unreal team object var TeamInfo Team; // Player Team var int TeamID; // Player position in team. #endif var class<VoicePack> VoiceType; var bool bAdmin; // Player logged in as Administrator var bool bIsFemale; var bool bIsSpectator; var bool bOnlySpectator; var bool bWaitingPlayer; var bool bReadyToPlay; var bool bOutOfLives; var bool bBot; var bool bWelcomed; // set after welcome message broadcast (not replicated) var bool bReceivedPing; var bool bHasFlag; // Time elapsed. var int StartTime; var localized String StringDead; var localized String StringSpectating; var localized String StringUnknown; var int GoalsScored; // not replicated - used on server side only var int Kills; // not replicated replication { // Things the server should send to the client. reliable if ( bNetDirty && (Role == ROLE_Authority) ) Score, Deaths, bHasFlag, PlayerVolume, PlayerZone, #if IG_TRIBES3 // david: not using Unreal team object PlayerName, VoiceType, bIsFemale, bAdmin, #else PlayerName, Team, TeamID, VoiceType, bIsFemale, bAdmin, #endif bIsSpectator, bOnlySpectator, bWaitingPlayer, bReadyToPlay, bOutOfLives, CharacterName; reliable if ( bNetDirty && (!bNetOwner || bDemoRecording) && (Role == Role_Authority) ) Ping; reliable if ( bNetInitial && (Role == ROLE_Authority) ) StartTime, bBot; } function PostBeginPlay() { if ( Role < ROLE_Authority ) return; // if (AIController(Owner) != None) // bBot = true; StartTime = Level.Game.GameReplicationInfo.ElapsedTime; Timer(); SetTimer(1.5 + FRand(), true); } simulated function PostNetBeginPlay() { local GameReplicationInfo GRI; ForEach DynamicActors(class'GameReplicationInfo',GRI) { GRI.AddPRI(self); break; } } simulated function Destroyed() { local GameReplicationInfo GRI; ForEach DynamicActors(class'GameReplicationInfo',GRI) GRI.RemovePRI(self); Super.Destroyed(); } function SetCharacterName(string S) { CharacterName = S; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { Super.Reset(); Score = 0; Deaths = 0; // SetFlag(None); bReadyToPlay = false; NumLives = 0; bOutOfLives = false; } /* function SetFlag(CarriedObject NewFlag) { HasFlag = NewFlag; bHasFlag = (HasFlag != None); } */ simulated function string GetHumanReadableName() { return PlayerName; } simulated function string GetLocationName() { if( ( PlayerVolume == None ) && ( PlayerZone == None ) ) { if ( (Owner != None) && Controller(Owner).IsInState('Dead') ) return StringDead; else return StringSpectating; } if( ( PlayerVolume != None ) && ( PlayerVolume.LocationName != class'Volume'.Default.LocationName ) ) return PlayerVolume.LocationName; else if( PlayerZone != None && ( PlayerZone.LocationName != "" ) ) return PlayerZone.LocationName; else if ( Level.Title != Level.Default.Title ) return Level.Title; else return StringUnknown; } simulated function material GetPortrait(); event UpdateCharacter(); function UpdatePlayerLocation() { local Volume V, Best; local Pawn P; local Controller C; C = Controller(Owner); if( C != None ) P = C.Pawn; if( P == None ) { PlayerVolume = None; PlayerZone = None; return; } if ( PlayerZone != P.Region.Zone ) PlayerZone = P.Region.Zone; foreach P.TouchingActors( class'Volume', V ) { if( V.LocationName == "") continue; if( (Best != None) && (V.LocationPriority <= Best.LocationPriority) ) continue; if( V.Encompasses(P) ) Best = V; } if ( PlayerVolume != Best ) PlayerVolume = Best; } /* DisplayDebug() list important controller attributes on canvas */ simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { // if ( Team != None ) // Canvas.DrawText(" PlayerName "$PlayerName$" Team "$Team.GetHumanReadableName()$" has flag "$HasFlag); // else Canvas.DrawText(" PlayerName "$PlayerName$" NO Team"); } event ClientNameChange() { local PlayerController PC; ForEach DynamicActors(class'PlayerController', PC) PC.ReceiveLocalizedMessage( class'GameMessage', 2, self ); } function Timer() { local Controller C; UpdatePlayerLocation(); SetTimer(1.5 + FRand(), true); if( FRand() < 0.65 ) return; if( !bBot ) { C = Controller(Owner); if ( !bReceivedPing ) Ping = int(C.ConsoleCommand("GETPING")); } } function SetPlayerName(string S) { OldName = PlayerName; PlayerName = S; } function SetWaitingPlayer(bool B) { bIsSpectator = B; bWaitingPlayer = B; } defaultproperties { RemoteRole=ROLE_SimulatedProxy bAlwaysRelevant=True StringSpectating="Spectating" StringUnknown="Unknown" StringDead="Dead" NetUpdateFrequency=5 } |
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