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