Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealGame.NetworkEmitter


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
00091
00092
00093
00094
00095
00096
00097
//=============================================================================
// NetworkEmitter: Relays triggering and resetting to client-side emitters
//=============================================================================
// Should only be used by Level Designers when *really* necessary
// (needs client-side triggering and/or resetting)
// Gameplay spawned FX should *NOT* use this.
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================

class NetworkEmitter extends Emitter;

var byte	TriggerCount, OldTriggerCount;	// triggering history since last reset
var byte	ResetCount, OldResetCount;
var bool	bNotFirstCall;

replication
{
	unreliable if ( Role == ROLE_Authority && bNetDirty )
		TriggerCount, ResetCount;
}

simulated function PostNetBeginPlay()
{
	super.PostNetBeginPlay();
	
	Reset();
	UpdateTriggerCount();
	OldResetCount = ResetCount;
}

/* keeps track of triggering history, client will perform the exact sequence when joining a game */
simulated function UpdateTriggerCount()
{
	local int i;

	if ( TriggerCount > OldTriggerCount )
		for (i=OldTriggerCount; i<TriggerCount; i++)
			Trigger(None, None);

	OldTriggerCount = TriggerCount;
}

simulated event PostNetReceive()
{ 
	super.PostNetReceive();
	
	UpdateTriggerCount();
	if ( bNotFirstCall && ResetCount > OldResetCount ) // ignore Initial reset replicated value (for players joining during game)
		Reset();
	OldResetCount = ResetCount;
	bNotFirstCall = true;
}

simulated event Trigger( Actor Other, Pawn EventInstigator )
{
	local int i;

	if ( Level.NetMode != NM_Client )
	{
		NetUpdateTime = Level.TimeSeconds - 1;
		TriggerCount++;
	}

	if ( Level.NetMode != NM_DedicatedServer )
	{
		for( i=0; i<Emitters.Length; i++ )
			if ( Emitters[i] != None )
				Emitters[i].Trigger();
	}
}


simulated function Reset()
{
	if ( Level.NetMode != NM_Client )
	{
		NetUpdateTime = Level.TimeSeconds - 1;
		ResetCount++;
		TriggerCount = 0;
	}

	super.Reset();	
}

defaultproperties
{
     bAlwaysRelevant=True
     bReplicateMovement=False
     bSkipActorPropertyReplication=True
     bOnlyDirtyReplication=True
     RemoteRole=ROLE_DumbProxy
     NetUpdateFrequency=0.100000
     bNetNotify=True
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: pr 5-2-2018 12:35:50.000 - Creation time: sk 18-3-2018 09:50:14.107 - Created with UnCodeX