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class U2PlayerReplicationInfo extends PlayerReplicationInfo; //should be set in ini var() config bool bSimulateBlood, bSimulateWallImpacts, bSimulateProjectiles, bSimulateProjectileImpacts; replication { reliable if (Role < ROLE_Authority) ServerSetValues; } //note: //the point here is to replicate these variables to the server when you first join the server //due to the fact that replication only occurs when variables differ from their defaultproperties, //these variables will not replicate to the server since they ARE the defaults, so we instead use //a function that forces them to be replicated to the server initially. From then on, regular //variable replication will take care of the situation simulated event PostBeginPlay() { ServerSetValues(bSimulateBlood, bSimulateWallImpacts, bSimulateProjectiles, bSimulateProjectileImpacts); } simulated function SetValues(bool InbSimulateBlood, bool InbSimulateWallImpacts, bool InbSimulateProjectiles, bool InbSimulateProjectileImpacts) { bSimulateBlood = InbSimulateBlood; bSimulateWallImpacts = InbSimulateWallImpacts; bSimulateProjectiles = InbSimulateProjectiles; bSimulateProjectileImpacts = InbSimulateProjectileImpacts; SaveConfig(); ServerSetValues(bSimulateBlood, bSimulateWallImpacts, bSimulateProjectiles, bSimulateProjectileImpacts); } function ServerSetValues(bool InbSimulateBlood, bool InbSimulateWallImpacts, bool InbSimulateProjectiles, bool InbSimulateProjectileImpacts) { bSimulateBlood = InbSimulateBlood; bSimulateWallImpacts = InbSimulateWallImpacts; bSimulateProjectiles = InbSimulateProjectiles; bSimulateProjectileImpacts = InbSimulateProjectileImpacts; } defaultproperties { bSimulateBlood=true bSimulateWallImpacts=true bSimulateProjectileImpacts=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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