UTGame.UTGameReplicationInfo
- Extends
- GameReplicationInfo
- Modifiers
- config ( Game ) native
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Actor
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+-- Engine.Info
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+-- Engine.ReplicationInfo
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+-- Engine.GameReplicationInfo
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+-- UTGame.UTGameReplicationInfo
Direct Known Subclasses:
UTBetrayalGRI, UTMissionGRI, UTOnslaughtGRI
Inherited Variables from Engine.GameReplicationInfo |
AdminEmail, AdminName, bIsArbitrated, bMatchHasBegun, bMatchIsOver, bNeedsOnlineCleanup, bStopCountDown, bTrackStats, CurrentGameData, ElapsedTime, GameClass, GoalScore, InactivePRIArray, MatchID, MaxLives, MessageOfTheDay, PRIArray, RemainingMinute, RemainingTime, SecondCount, ServerName, ServerRegion, ShortName, Teams, TimeLimit, Winner |
Enumerations Summary |
EFlagState FLAG_Home,
FLAG_HeldFriendly,
FLAG_HeldEnemy,
FLAG_Down,
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Structures Summary |
CreateCharStatus MergeState, AssetStore, ArmAssetStore, PRI, StartMergeTime, bOtherTeamSkin, bNeedsArms, bForceFallbackArms |
MeshEffect Mesh, Material |
Functions Summary |
 | | AddGameRule (string Rule))
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 | | AddPRI (PlayerReplicationInfo PRI))
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 | | AssignSinglePlayerCharacters (UTPlayerReplicationInfo PRI))
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 | bool | CanChangeTeam ()))
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 | | Destroyed ()))
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 | | DisplayMOTD ()))
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 | UTPlayerReplicationInfo | FindExistingMeshForFamily (string FamilyID, byte TeamNum, UTPlayerReplicationInfo CurrentPRI))
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 | SkeletalMesh | FinishCharMerge (int StatusIndex))
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 | bool | FlagIsDown (int TeamIndex))
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 | bool | FlagIsHeldEnemy (int TeamIndex))
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 | bool | FlagIsHeldFriendly (int TeamIndex))
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 | bool | FlagIsHome (int TeamIndex))
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 | bool | FlagsAreHome ()))
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 | bool | IsNecrisTeam (byte TeamNum)
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 | bool | IsProcessingCharacterData ()))
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 | | MidGameMenuClosed ()))
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 | bool | MidMenuMenu (UTPlayerController UTPC, UTSimpleList List, int Index))
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 | UIScene | OpenUIScene (UTPlayerController InstigatorPC, UIScene Template))
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 | | PopulateMidGameMenu (UTSimpleMenu Menu))
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 | | PostBeginPlay ()))
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 | bool | PreventPause ()))
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 | | ProcessCharacterData (UTPlayerReplicationInfo PRI, optional bool bTeamChange))
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 | | ReplicatedEvent (name VarName))
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 | | ResetCharMerge (int StatusIndex))
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 | | SendCharacterProcessingNotification (bool bNowProcessing))
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 | | SetFlagDown (int TeamIndex))
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 | | SetFlagHeldEnemy (int TeamIndex))
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 | | SetFlagHeldFriendly (int TeamIndex))
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 | | SetFlagHome (int TeamIndex))
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 | | SetHudShowScores (bool bShow))
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 | | SetNoStreamWorldTextureForFrames (int NumFrames)
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 | | SetVoteRoundTimeRemaining (int NewValue))
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 | UTUIScene_MidGameMenu | ShowMidGameMenu (UTPlayerController InstigatorPC, optional name TabTag, ptional bool bEnableInput))
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 | | ShowScores (bool bShow, UTPlayerController Host, UTUIScene_Scoreboard Template))
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 | bool | SkipAllProcessing ()))
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 | | StartProcessingCharacterData ()))
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 | | TickCharacterMeshCreation ()))
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 | | Timer ()))
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 | | ToggleViewingMap (bool bIsViewing))
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Inherited Functions from Engine.GameReplicationInfo |
AddPRI, CleanupGameDataStore, Destroyed, EndGame, FindPlayerByID, GetOnlineGameInterface, GetPRIArray, InitializeGameDataStore, InOrder, IsCoopMultiplayerGame, IsMultiplayerGame, OnDestroyOnlineGameComplete, OnlineSession_EndMatch, OnlineSession_EndSession, OnlineSession_StartMatch, OnSameTeam, PostBeginPlay, PreventPause, RemovePRI, ReplicatedEvent, Reset, SetTeam, SortPRIArray, StartMatch, Timer |
bAllowKeyboardAndMouse Source code
var bool bAllowKeyboardAndMouse;
bAlwaysLoadCustomCharacters Source code
var globalconfig bool bAlwaysLoadCustomCharacters;
bAnnouncementsDisabled Source code
var bool bAnnouncementsDisabled;
var bool bConsoleServer;
bForceDefaultCharacter Source code
var globalconfig bool bForceDefaultCharacter;
var bool bHeroesAllowed;
var int BotDifficulty;
bProcessedInitialCharacters Source code
var bool bProcessedInitialCharacters;
var bool bRequireReady;
var bool bShowMenuOnDeath;
var repnotify bool bShowMOTD;
var bool bStoryMode;
var bool bWarmupRound;
var int IsPlayersVsBots;
var name LastUsedMidgameTab;
var int MapVoteTimeRemaining;
var int MinNetPlayers;
ModClientSettingsScene Source code
var string ModClientSettingsScene;
var databinding string MutatorList;
var databinding string RulesString;
SinglePlayerBotNames[4] Source code
var string SinglePlayerBotNames[4];
var int SinglePlayerMissionID;
var float StartCreateCharTime;
TotalPlayersSetToProcess Source code
var int TotalPlayersSetToProcess;
var int VoteRoundTimeCounter;
var repnotify int VoteRoundTimeModified;
VoteRoundTimeRemaining Source code
var repnotify int VoteRoundTimeRemaining;
var float WeaponBerserk;
enum
EFlagState
{
FLAG_Home,
FLAG_HeldFriendly,
FLAG_HeldEnemy,
FLAG_Down,
};
function AddGameRule ( string Rule) )
AssignSinglePlayerCharacters Source code
simulated function bool CanChangeTeam ( ) )
simulated event Destroyed ( ) )
simulated function DisplayMOTD ( ) )
FindExistingMeshForFamily Source code
simulated
function SkeletalMesh FinishCharMerge (
int StatusIndex) )
simulated function bool FlagIsDown ( int TeamIndex) )
simulated function bool FlagIsHeldEnemy ( int TeamIndex) )
simulated function bool FlagIsHeldFriendly ( int TeamIndex) )
simulated function bool FlagIsHome ( int TeamIndex) )
simulated function bool FlagsAreHome ( ) )
simulated function bool IsNecrisTeam ( byte TeamNum )
IsProcessingCharacterData Source code
simulated function bool IsProcessingCharacterData ( ) )
simulated function MidGameMenuClosed ( ) )
simulated
function PopulateMidGameMenu (
UTSimpleMenu Menu) )
simulated function PostBeginPlay ( ) )
simulated function bool PreventPause ( ) )
simulated function ReplicatedEvent ( name VarName) )
simulated function ResetCharMerge ( int StatusIndex) )
SendCharacterProcessingNotification Source code
simulated function SendCharacterProcessingNotification ( bool bNowProcessing) )
function SetFlagDown ( int TeamIndex) )
function SetFlagHeldEnemy ( int TeamIndex) )
function SetFlagHeldFriendly ( int TeamIndex) )
function SetFlagHome ( int TeamIndex) )
simulated function SetHudShowScores ( bool bShow) )
SetNoStreamWorldTextureForFrames Source code
native final function SetNoStreamWorldTextureForFrames ( int NumFrames )
SetVoteRoundTimeRemaining Source code
function SetVoteRoundTimeRemaining ( int NewValue) )
simulated function bool SkipAllProcessing ( ) )
StartProcessingCharacterData Source code
simulated function StartProcessingCharacterData ( ) )
TickCharacterMeshCreation Source code
simulated function TickCharacterMeshCreation ( ) )
simulated function Timer ( ) )
function ToggleViewingMap ( bool bIsViewing) )
defaultproperties
{
VoteRoundTimeRemaining=-1
WeaponBerserk=1.000000
BotDifficulty=-1
SinglePlayerBotNames(0)="Reaper"
SinglePlayerBotNames(1)="Othello"
SinglePlayerBotNames(2)="Bishop"
SinglePlayerBotNames(3)="Jester"
MapVoteTimeRemaining=-1
VoteRoundTimeCounter=-1
TickGroup=TG_PreAsyncWork
Name="Default__UTGameReplicationInfo"
ObjectArchetype=GameReplicationInfo'Engine.Default__GameReplicationInfo'
}
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Creation time: sk 18-3-2018 10:00:52.073 - Created with
UnCodeX