Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 |
//============================================================================= // ASPlayerReplicationInfo //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class ASPlayerReplicationInfo extends xPlayerReplicationInfo; var byte DisabledObjectivesCount; var byte DisabledFinalObjective; var byte DestroyedVehicles; var float TrophiesXOffset; // for drawing tropheys on scoreboard var String PawnOverrideClass; var bool bAutoRespawn; // for reinforcements var bool bTeleportToSpawnArea; // Player can teleport to new spawn area var int TeleportTime; // countdown until valid replication { reliable if ( bNetDirty && Role == ROLE_Authority ) DisabledObjectivesCount, DisabledFinalObjective, bAutoRespawn, bTeleportToSpawnArea, TeleportTime, DestroyedVehicles; } function Timer() { local NavigationPoint NP; local Controller C; local GameObjective GO; super.Timer(); if ( bBot && bTeleportToSpawnArea && TeleportTime != Level.TimeSeconds ) { C = Controller(Owner); GO = ASGameInfo(Level.Game).GetCurrentObjective(); if ( GO == None || !CanBotTeleport( C ) ) { bTeleportToSpawnArea = false; return; } // Only Teleport if far from new Spawn Area NP = Level.Game.FindPlayerStart( C, C.GetTeamNum() ); // Check if worth respawning if ( VSize(GO.Location - C.Pawn.Location) > VSize(GO.Location - NP.Location) + 1024 ) ASGameInfo(Level.Game).TeleportPlayerToSpawn( C ); else { bTeleportToSpawnArea = false; } } } function bool CanBotTeleport( Controller C ) { local Vehicle V; if ( C.Pawn == None ) return false; // Don't exit if in a vehicle, except turrets if ( Vehicle(C.Pawn) != None ) { V = Vehicle(C.Pawn); if ( V.IndependentVehicle() && !V.bStationary ) return false; if ( !V.IndependentVehicle() && !V.GetVehicleBase().bStationary ) return false; } return true; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { PawnOverrideClass = ""; HasFlag = None; bReadyToPlay = false; NumLives = 0; bOutOfLives = false; bTeleportToSpawnArea = false; } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |