Engine
Class PlayerReplicationInfo

source: c:\runehov\Engine\Classes\PlayerReplicationInfo.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Info
         |
         +--Engine.ReplicationInfo
            |
            +--Engine.PlayerReplicationInfo
Direct Known Subclasses:SarkBallPlayerReplicationInfo

class PlayerReplicationInfo
extends Engine.ReplicationInfo

//============================================================================= // PlayerReplicationInfo. //=============================================================================
Variables
 float Deaths
           Number of player's deaths.
 Decoration HasFlag
           Number of player's deaths.
 int HeadKills
           RUNE: number heads severed
 int MaxSpree
           RUNE: player awared Spree
 string OldName
           Temporary value.
 byte PacketLoss
           Number of player's deaths.
 int Ping
           Number of player's deaths.
 int PlayerID
           Unique id number.
 LocationID PlayerLocation
           RUNE: player awarded FirstBlood
 string PlayerName
           Player name, or blank if none.
 ZoneInfo PlayerZone
           RUNE: player awarded FirstBlood
 float Score
           Player's current score.
 int StartTime
           RUNE: number heads severed
 Texture TalkTexture
           RUNE: player awarded FirstBlood
 byte Team
           Player Team, 255 = None for player.
 int TeamID
           Player position in team.
 string TeamName
           Team name, or blank if none.
 int TimeAcc
           RUNE: number heads severed
 class VoiceType
           Number of player's deaths.
 bool bAdmin
           Number of player's deaths.
 bool bFeigningDeath
           Number of player's deaths.
 bool bFirstBlood
           RUNE: player awarded FirstBlood
 bool bIsFemale
           Number of player's deaths.
 bool bIsSpectator
           Number of player's deaths.
 bool bReadyToPlay
           Number of player's deaths.
 bool bWaitingPlayer
           Number of player's deaths.


Function Summary
 void PostBeginPlay()
 void Timer()



Source Code


00001	//=============================================================================
00002	// PlayerReplicationInfo.
00003	//=============================================================================
00004	class PlayerReplicationInfo expands ReplicationInfo
00005		native;
00006	//	nativereplication;
00007	
00008	var string				PlayerName;		// Player name, or blank if none.
00009	var string				OldName;		// Temporary value.
00010	var int					PlayerID;		// Unique id number.
00011	var string				TeamName;		// Team name, or blank if none.
00012	var byte				Team;			// Player Team, 255 = None for player.
00013	var int					TeamID;			// Player position in team.
00014	var float				Score;			// Player's current score.
00015	var float				Deaths;			// Number of player's deaths.
00016	var class<VoicePack>	VoiceType;
00017	var Decoration			HasFlag;
00018	var int					Ping;
00019	var byte				PacketLoss;
00020	var bool				bIsFemale;
00021	var	bool				bIsABot;
00022	var bool				bFeigningDeath;
00023	var bool				bIsSpectator;
00024	var bool				bWaitingPlayer;
00025	var bool				bAdmin;
00026	var bool				bReadyToPlay;
00027	var bool				bFirstBlood;	// RUNE: player awarded FirstBlood
00028	var Texture				TalkTexture;
00029	var ZoneInfo			PlayerZone;
00030	var LocationID			PlayerLocation;
00031	var int					MaxSpree;		// RUNE: player awared Spree
00032	var int					HeadKills;		// RUNE: number heads severed
00033	
00034	// Time elapsed.
00035	var int					StartTime;
00036	var int					TimeAcc;
00037	
00038	replication
00039	{
00040		// Things the server should send to the client.
00041		reliable if ( Role == ROLE_Authority )
00042			PlayerName, OldName, PlayerID, TeamName, Team, TeamID, Score, Deaths, VoiceType,
00043			HasFlag, Ping, PacketLoss, bIsFemale, bIsABot, bFeigningDeath, bIsSpectator, bWaitingPlayer,
00044			bAdmin, TalkTexture, PlayerZone, PlayerLocation, StartTime, bReadyToPlay,
00045			bFirstBlood, MaxSpree, HeadKills;
00046	}
00047	
00048	function PostBeginPlay()
00049	{
00050		StartTime = Level.TimeSeconds;
00051		Timer();
00052		SetTimer(2.0, true);
00053		bIsFemale = Pawn(Owner).bIsFemale;
00054	}
00055	 					
00056	function Timer()
00057	{
00058		local float MinDist, Dist;
00059		local LocationID L;
00060	
00061		MinDist = 1000000;
00062		PlayerLocation = None;
00063		if ( PlayerZone != None )
00064			for ( L=PlayerZone.LocationID; L!=None; L=L.NextLocation )
00065			{
00066				Dist = VSize(Owner.Location - L.Location);
00067				if ( (Dist < L.Radius) && (Dist < MinDist) )
00068				{
00069					PlayerLocation = L;
00070					MinDist = Dist;
00071				}
00072			}
00073		if ( FRand() < 0.65 )
00074			return;
00075	
00076		if (PlayerPawn(Owner) != None)
00077			Ping = int(PlayerPawn(Owner).ConsoleCommand("GETPING"));
00078	
00079		if (PlayerPawn(Owner) != None)
00080			PacketLoss = int(PlayerPawn(Owner).ConsoleCommand("GETLOSS"));
00081	}
00082	
00083	defaultproperties
00084	{
00085	     Team=255
00086	     NetUpdateFrequency=2.000000
00087	}

End Source Code