preload weapon models
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559eae0298
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@ -67,7 +67,7 @@ private function PreInit()
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{
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LogLevel = LL_Info;
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bPreloadContent = true;
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bForcePreloadContent = true;
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bForcePreloadContent = false;
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UnlockDLC = false;
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SaveConfig();
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}
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@ -14,10 +14,18 @@ var private bool ForcePreloadContent;
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var private int Recieved;
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var private int SyncSize;
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var private int Preloaded;
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var private KFPlayerController KFPC;
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var private KFPawn KFP;
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var private KFInventoryManager KFIM;
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var private KFGFxWidget_PartyInGame PartyInGameWidget;
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var private GFxObject Notification;
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var private class<Weapon> PreloadWeaponClass;
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var private float PreloadWeaponTime;
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replication
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{
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if (bNetInitial && Role == ROLE_Authority)
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@ -40,6 +48,8 @@ public function PrepareSync(
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bool _PreloadContent,
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bool _ForcePreloadContent)
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{
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`Log_Trace(`Location);
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CTI = _CTI;
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LogLevel = _LogLevel;
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RemoveItems = _RemoveItems;
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@ -50,28 +60,68 @@ public function PrepareSync(
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SyncSize = RemoveItems.Length + AddItems.Length;
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}
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private simulated function PlayerController GetPlayerController()
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private simulated function KFPlayerController GetKFPC()
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{
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local PlayerController PC;
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`Log_Trace(`Location);
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PC = PlayerController(Owner);
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if (KFPC != None) return KFPC;
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if (PC == None && ROLE < ROLE_Authority)
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KFPC = KFPlayerController(Owner);
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if (KFPC == None && ROLE < ROLE_Authority)
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{
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PC = GetALocalPlayerController();
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KFPC = KFPlayerController(GetALocalPlayerController());
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}
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return PC;
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return KFPC;
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}
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private simulated function KFPawn GetKFP()
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{
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local Pawn P;
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`Log_Trace(`Location);
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if (KFP != None) return KFP;
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if (GetKFPC() != None)
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{
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P = GetKFPC().Pawn;
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if (P != None)
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{
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KFP = KFPawn(P);
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}
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}
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return KFP;
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}
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private simulated function KFInventoryManager GetKFIM()
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{
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local InventoryManager IM;
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`Log_Trace(`Location);
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if (KFIM != None) return KFIM;
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if (GetKFP() != None)
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{
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IM = GetKFP().InvManager;
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if (IM != None)
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{
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KFIM = KFInventoryManager(IM);
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}
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}
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return KFIM;
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}
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private simulated function SetPartyInGameWidget()
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{
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local KFPlayerController KFPC;
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`Log_Trace(`Location);
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KFPC = KFPlayerController(GetPlayerController());
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if (KFPC == None) return;
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if (GetKFPC() == None) return;
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if (KFPC.MyGFxManager == None) return;
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if (KFPC.MyGFxManager.PartyWidget == None) return;
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@ -81,6 +131,8 @@ private simulated function SetPartyInGameWidget()
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private simulated function bool CheckPartyInGameWidget()
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{
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`Log_Trace(`Location);
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if (PartyInGameWidget == None)
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{
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SetPartyInGameWidget();
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@ -89,8 +141,10 @@ private simulated function bool CheckPartyInGameWidget()
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return (PartyInGameWidget != None);
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}
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private simulated function HideReadyButton()
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private unreliable client function HideReadyButton()
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{
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`Log_Trace(`Location);
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if (CheckPartyInGameWidget())
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{
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PartyInGameWidget.SetReadyButtonVisibility(false);
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@ -99,6 +153,8 @@ private simulated function HideReadyButton()
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private simulated function ShowReadyButton()
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{
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`Log_Trace(`Location);
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if (CheckPartyInGameWidget())
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{
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Notification.SetVisible(false);
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@ -108,8 +164,10 @@ private simulated function ShowReadyButton()
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}
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}
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private reliable client function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
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private unreliable client function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
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{
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`Log_Trace(`Location);
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if (CheckPartyInGameWidget() && Notification != None)
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{
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Notification.SetString("itemName", Title);
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@ -151,7 +209,7 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
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Recieved = RemoveItems.Length + AddItems.Length;
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UpdateNotification(
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"Sync items, please wait...",
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"Sync trader items, please wait...",
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Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", ""),
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Recieved @ "/" @ SyncSize,
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(float(Recieved) / float(SyncSize)) * 100);
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@ -159,17 +217,13 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
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ServerSync();
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}
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private simulated reliable client function SyncFinished()
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private simulated reliable client function ClientSyncFinished()
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{
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local KFGameReplicationInfo KFGRI;
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`Log_Trace(`Location);
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if (WorldInfo == None || WorldInfo.GRI == None)
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{
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SetTimer(1.0f, false, nameof(SyncFinished));
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return;
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}
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ClearTimer(nameof(WaitForPreloadWeapon));
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KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
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if (KFGRI == None)
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@ -198,14 +252,11 @@ public reliable server function ServerSync()
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{
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if (ForcePreloadContent)
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{
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PreloadContentWorkaround();
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ServerPreloadWeaponWorkaround();
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}
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SyncFinished();
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if (!CTI.DestroyRepLink(Controller(Owner)))
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else
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{
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SafeDestroy();
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ServerSyncFinished();
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}
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}
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else
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@ -221,92 +272,132 @@ public reliable server function ServerSync()
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}
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}
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private function PreloadContentWorkaround()
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private function ServerSyncFinished()
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{
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local PlayerController PC;
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local Pawn P;
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local KFInventoryManager KFIM;
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local class<Weapon> CW;
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local Weapon W;
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local int Index;
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local DroppedPickup DP;
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local float Time;
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`Log_Trace(`Location);
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ClientSyncFinished();
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if (!CTI.DestroyRepLink(Controller(Owner)))
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{
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SafeDestroy();
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}
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}
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private reliable server function ServerPreloadWeaponWorkaround()
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{
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local class<Weapon> WC;
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`Log_Trace(`Location);
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HideReadyButton();
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PC = GetPlayerController();
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RemovePreloadWeapon();
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if (PC == None)
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if (AddItems.Length <= Preloaded)
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{
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SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
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return;
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ServerSyncFinished();
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}
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else
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{
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WC = class<Weapon> (DynamicLoadObject(AddItems[Preloaded++].default.WeaponClassPath, class'Class'));
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if (WC != None)
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{
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PreloadWeaponTime = WorldInfo.TimeSeconds - 1.0f;
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PreloadWeaponClass = WC;
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ClientPreloadWeapon(WC);
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if (!AddPreloadWeapon(WC))
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{
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ServerPreloadWeaponWorkaround();
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}
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}
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}
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}
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P = PC.Pawn;
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if (P == None)
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private reliable server function bool AddPreloadWeapon(class<Weapon> WC)
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{
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SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
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return;
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}
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local Weapon W;
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KFIM = KFInventoryManager(P.InvManager);
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if (KFIM == None)
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{
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SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
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return;
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}
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`Log_Trace(`Location);
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if (GetKFIM() == None || WC == None) return false;
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KFIM.bInfiniteWeight = true;
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Time = WorldInfo.TimeSeconds - 1.0f;
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for (Index = 0; Index < AddItems.Length; Index++)
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W = Weapon(KFP.FindInventoryType(WC));
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if (W == None)
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{
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HideReadyButton();
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UpdateNotification(
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"Game isn't frozen, Don't panic",
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"Preload content:",
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Index @ "/" @ AddItems.Length,
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(float(Index) / float(AddItems.Length)) * 100);
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CW = class<Weapon> (DynamicLoadObject(AddItems[Index].default.WeaponClassPath, class'Class'));
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if (CW != None && Weapon(P.FindInventoryType(CW)) == None)
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{
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P.CreateInventory(CW);
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}
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W = Weapon(KFP.CreateInventory(WC));
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}
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HideReadyButton();
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UpdateNotification("Cleanup", "", "", 0);
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if (W != None)
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{
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KFIM.SetCurrentWeapon(W);
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}
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KFIM.bInfiniteWeight = false;
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if (W == None) `Log_Warn("Can't preload" @ WC @ "for some reason (skip)");
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return (W != None);
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}
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private function RemovePreloadWeapon()
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{
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local DroppedPickup DP;
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local Weapon W;
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`Log_Trace(`Location);
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if (GetKFIM() == None || PreloadWeaponClass == None) return;
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foreach KFIM.InventoryActors(class'Weapon', W)
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{
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if (W != None)
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if (W != None && W.class == PreloadWeaponClass)
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{
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KFIM.PendingWeapon = W;
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KFIM.ChangedWeapon();
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if (W.CanThrow())
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{
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P.TossInventory(W);
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KFP.TossInventory(W);
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W.Destroy();
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}
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}
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}
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HideReadyButton();
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UpdateNotification("Cleanup", "", "", 0);
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foreach WorldInfo.DynamicActors(class'DroppedPickup', DP)
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{
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if (DP.Instigator == P && DP.CreationTime > Time)
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if (DP.Instigator == KFP && DP.CreationTime > PreloadWeaponTime)
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{
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DP.Destroy();
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}
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}
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}
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KFIM.bInfiniteWeight = false;
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private reliable client function ClientPreloadWeapon(class<Weapon> WC)
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{
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`Log_Trace(`Location);
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`Log_Info("Force Preload Finished (" $ PC.PlayerReplicationInfo.PlayerName $ ")");
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Preloaded++;
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PreloadWeaponClass = WC;
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SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
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}
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private simulated function WaitForPreloadWeapon()
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{
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`Log_Trace(`Location);
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HideReadyButton();
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UpdateNotification(
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"Preload weapon models, please wait...",
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Repl(String(PreloadWeaponClass), "KFWeap_", ""),
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Preloaded @ "/" @ AddItems.Length,
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(float(Preloaded) / float(AddItems.Length)) * 100);
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if (GetKFIM() != None
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&& KFIM.Instigator.Weapon != None
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&& KFIM.Instigator.Weapon.Class == PreloadWeaponClass)
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{
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ServerPreloadWeaponWorkaround();
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}
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else
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{
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SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
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}
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}
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defaultproperties
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@ -317,4 +408,5 @@ defaultproperties
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PendingSync = false
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Recieved = 0
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Preloaded = 0
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}
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@ -70,7 +70,7 @@ public static simulated function PreloadWeapon(class<KFWeaponDefinition> WeapDef
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if (KFW != None)
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{
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// This doesn't seem to have any effect right now,
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// so we're forced to use a workaround: CTI_RepInfo.PreloadContentWorkaround()
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// so we're forced to use a workaround: CTI_RepInfo.ServerPreloadWeaponWorkaround()
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// But I still leave it for the future
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// in the hope that someday we can preload weapon models using this function
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class'KFWeapon'.static.TriggerAsyncContentLoad(KFW);
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