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Engine.PlayerReplicationInfo

Extends
ReplicationInfo
Modifiers
native nativereplication

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.ReplicationInfo
         |   
         +-- Engine.PlayerReplicationInfo

Direct Known Subclasses:

UTPlayerReplicationInfo

Variables Summary
boolbAdmin
boolbBot
boolbControllerVibrationAllowed
boolbFromPreviousLevel
boolbFromPreviousLevel_Replicated
boolbHasBeenWelcomed
boolbHasFlag
boolbIsFemale
boolbIsInactive
boolbIsSpectator
boolbOnlySpectator
boolbOutOfLives
boolbReadyToPlay
boolbWaitingPlayer
floatDeaths
floatExactPing
UniqueNetIdFriendFollowedId
class<GameMessage>GameMessageClass
intKills
intNumberOfMatchesPlayed
intNumLives
stringOldName
bytePacketLoss
bytePing
stringPlayerAlias
intPlayerID
ActorPlayerLocationHint
stringPlayerName
intPlayerRanking
stringSavedNetworkAddress
floatScore
intStartTime
StringStringDead
StringStringSpectating
StringStringUnknown
TeamInfoTeam
intTeamID
UniqueNetIdUniqueId

Structures Summary
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine

Functions Summary
functionbool AreUniqueNetIdsEqual (PlayerReplicationInfo OtherPRI)
function BindPlayerOwnerDataProvider ()))
function ClientInitialize (Controller C))
function CopyProperties (PlayerReplicationInfo PRI))
event Destroyed ()))
function DisplayDebug (HUD HUD, out float YL, out float YPos))
functionPlayerReplicationInfo Duplicate ()))
functionstring GetHumanReadableName ()))
functionstring GetLocationName ()))
functionstring GetPlayerAlias ()
functionbyte GetTeamNum ()
functionbool IsInvalidName ()))
functionbool IsLocalPlayerPRI ()))
function OverrideWith (PlayerReplicationInfo PRI))
event PostBeginPlay ()))
event ReplicatedEvent (name VarName))
function Reset ()))
function SeamlessTravelTo (PlayerReplicationInfo NewPRI))
function SetPlayerAlias (string NewAlias))
event SetPlayerName (string S))
function SetWaitingPlayer (bool B))
functionbool ShouldBroadCastWelcomeMessage ()))
event Timer ()))
function UpdatePing (float TimeStamp)
function UpdatePlayerLocation ()))


Variables Detail

bAdmin Source code

var databinding bool bAdmin;

bBot Source code

var databinding bool bBot;

bControllerVibrationAllowed Source code

var bool bControllerVibrationAllowed;
This determines whether the user has turned on or off their Controller Vibration

bFromPreviousLevel Source code

var bool bFromPreviousLevel;
indicates this is a PRI from the previous level of a seamless travel, waiting for the player to finish the transition before creating a new one this is used to avoid preserving the PRI in the InactivePRIArray if the player leaves

bFromPreviousLevel_Replicated Source code

var repnotify bool bFromPreviousLevel_Replicated;
@hack: patch compatibility hack - can't add replication to bFromPreviousLevel

bHasBeenWelcomed Source code

var databinding bool bHasBeenWelcomed;

bHasFlag Source code

var databinding bool bHasFlag;

bIsFemale Source code

var databinding bool bIsFemale;

bIsInactive Source code

var repnotify bool bIsInactive;
Means this PRI came from the GameInfo's InactivePRIArray

bIsSpectator Source code

var databinding bool bIsSpectator;

bOnlySpectator Source code

var databinding bool bOnlySpectator;

bOutOfLives Source code

var databinding bool bOutOfLives;

bReadyToPlay Source code

var databinding bool bReadyToPlay;

bWaitingPlayer Source code

var databinding bool bWaitingPlayer;

Deaths Source code

var databinding float Deaths;

ExactPing Source code

var float ExactPing;

FriendFollowedId Source code

var UniqueNetId FriendFollowedId;
ID of the friend you followed into the game, if applicable

GameMessageClass Source code

var class<GameMessage> GameMessageClass;

Kills Source code

var databinding int Kills;

NumberOfMatchesPlayed Source code

var int NumberOfMatchesPlayed;
Number of matches played (maybe remove this before shipping) This is really useful for doing soak testing and such to see how long you lasted! NOTE: This is not replicated out to clients atm.

NumLives Source code

var databinding int NumLives;

OldName Source code

var string OldName;

PacketLoss Source code

var byte PacketLoss;

Ping Source code

var byte Ping;

PlayerAlias Source code

var databinding repnotify string PlayerAlias;

PlayerID Source code

var int PlayerID;

PlayerLocationHint Source code

var Actor PlayerLocationHint;

PlayerName Source code

var databinding repnotify string PlayerName;

PlayerRanking Source code

var databinding int PlayerRanking;

SavedNetworkAddress Source code

var string SavedNetworkAddress;

Score Source code

var databinding float Score;

StartTime Source code

var int StartTime;

StringDead Source code

var localized String StringDead;

StringSpectating Source code

var localized String StringSpectating;

StringUnknown Source code

var localized String StringUnknown;

Team Source code

var RepNotify TeamInfo Team;

TeamID Source code

var int TeamID;

UniqueId Source code

var repnotify UniqueNetId UniqueId;
The id used by the network to uniquely identify a player. NOTE: this property should *never* be exposed to the player as it's transient and opaque in meaning (ie it might mean date/time followed by something else)


Functions Detail

AreUniqueNetIdsEqual Source code

native final function bool AreUniqueNetIdsEqual ( PlayerReplicationInfo OtherPRI )
Returns true if the id from the other PRI matches this PRI's id
@param OtherPRI the PRI to compare IDs with

BindPlayerOwnerDataProvider Source code

simulated function BindPlayerOwnerDataProvider ( ) )
Finds the PlayerDataProvider that was registered with the CurrentGame data store for this PRI and links it to the owning player's PlayerOwner data store.

ClientInitialize Source code

simulated function ClientInitialize ( Controller C) )

CopyProperties Source code

function CopyProperties ( PlayerReplicationInfo PRI) )

Destroyed Source code

simulated event Destroyed ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float YL, out float YPos) )

Duplicate Source code

function PlayerReplicationInfo Duplicate ( ) )

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( ) )

GetLocationName Source code

simulated function string GetLocationName ( ) )

GetPlayerAlias Source code

native function string GetPlayerAlias ( )
Returns the alias to use for this player. If PlayerAlias is blank, then the player name is returned.

GetTeamNum Source code

simulated native function byte GetTeamNum ( )

IsInvalidName Source code

simulated function bool IsInvalidName ( ) )
Validates that the new name matches the profile if the player is logged in
@return TRUE if the name doesn't match, FALSE otherwise

IsLocalPlayerPRI Source code

simulated function bool IsLocalPlayerPRI ( ) )
Utility for seeing if this PRI is for a locally controller player.

OverrideWith Source code

function OverrideWith ( PlayerReplicationInfo PRI) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

SeamlessTravelTo Source code

function SeamlessTravelTo ( PlayerReplicationInfo NewPRI) )
called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist

SetPlayerAlias Source code

function SetPlayerAlias ( string NewAlias) )

SetPlayerName Source code

event SetPlayerName ( string S) )

SetWaitingPlayer Source code

function SetWaitingPlayer ( bool B) )

ShouldBroadCastWelcomeMessage Source code

simulated function bool ShouldBroadCastWelcomeMessage ( ) )
Returns true if should broadcast player welcome/left messages.

Timer Source code

event Timer ( ) )

UpdatePing Source code

final native function UpdatePing ( float TimeStamp )

UpdatePlayerLocation Source code

function UpdatePlayerLocation ( ) )


Defaultproperties

defaultproperties
{
   bControllerVibrationAllowed=True
   StringDead="Dead"
   StringSpectating="Spectating"
   StringUnknown="Unknown"
   GameMessageClass=Class'Engine.GameMessage'
   TickGroup=TG_DuringAsyncWork
   NetUpdateFrequency=1.000000
   Name="Default__PlayerReplicationInfo"
   ObjectArchetype=ReplicationInfo'Engine.Default__ReplicationInfo'
}

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Creation time: sk 18-3-2018 10:00:41.795 - Created with UnCodeX