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//============================================================================= // GameReplicationInfo. //============================================================================= class GameReplicationInfo extends ReplicationInfo native nativereplication; var string GameName; // Assigned by GameInfo. var string GameClass; // Assigned by GameInfo. var bool bTeamGame; // Assigned by GameInfo. var bool bStopCountDown; var int RemainingTime, ElapsedTime, RemainingMinute; var float SecondCount; var int GoalScore; var int TimeLimit; var TeamInfo Teams[2]; var() globalconfig string ServerName; // Name of the server, i.e.: Bob's Server. var() globalconfig string ShortName; // Abbreviated name of server, i.e.: B's Serv (stupid example) var() globalconfig string AdminName; // Name of the server admin. var() globalconfig string AdminEmail; // Email address of the server admin. var() globalconfig int Region; // Region of the game server. var() globalconfig string MOTDLine1; // Message var() globalconfig string MOTDLine2; // Of var() globalconfig string MOTDLine3; // The var() globalconfig string MOTDLine4; // Day var Actor Winner; // set by gameinfo when game ends /* replication { reliable if ( bNetDirty && (Role == ROLE_Authority) ) RemainingMinute, bStopCountDown, Winner,Teams; reliable if ( bNetInitial && (Role==ROLE_Authority) ) GameName, GameClass, bTeamGame, RemainingTime, ElapsedTime,MOTDLine1, MOTDLine2, MOTDLine3, MOTDLine4, ServerName, ShortName, AdminName, AdminEmail, Region, GoalScore, TimeLimit; } */ event Replication() { Super.Replication(); DOREP('RemainingMinute'); DOREP('bStopCountDown'); DOREP('Winner'); DOREP('Teams'); if ( bNetInitial ) { DOREP('GameName'); DOREP('GameClass'); DOREP('bTeamGame'); DOREP('RemainingTime'); DOREP('ElapsedTime'); DOREP('ServerName'); DOREP('ShortName'); DOREP('AdminName'); DOREP('AdminEmail'); DOREP('Region'); DOREP('MOTDLine1'); DOREP('MOTDLine2'); DOREP('MOTDLine3'); DOREP('MOTDLine4'); DOREP('GoalScore'); DOREP('TimeLimit'); } } simulated event PostBeginPlay() { if( Level.NetMode == NM_Client ) { // clear variables so we don't display our own values if the server has them left blank ServerName = ""; AdminName = ""; AdminEmail = ""; MOTDLine1 = ""; MOTDLine2 = ""; MOTDLine3 = ""; MOTDLine4 = ""; } SecondCount = Level.TimeSeconds; SetTimer(1, true); } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { Super.Reset(); Winner = None; } simulated event Timer() { local PlayerReplicationInfo PRI; local int i; if ( Level.NetMode == NM_Client ) { if (Level.TimeSeconds - SecondCount >= Level.TimeDilation) { ElapsedTime++; if ( RemainingMinute != 0 ) { RemainingTime = RemainingMinute; RemainingMinute = 0; } if ( (RemainingTime > 0) && !bStopCountDown ) RemainingTime--; SecondCount += Level.TimeDilation; } } } defaultproperties { bStopCountDown=true ServerName="Another Unreal2 Server" ShortName="Unreal2 Server" RemoteRole=ROLE_SimulatedProxy UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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