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KF2-Dev-Scripts/Engine/Classes/BroadcastHandler.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// BroadcastHandler
//
// Message broadcasting is delegated to BroadCastHandler by the GameInfo.
// The BroadCastHandler handles both text messages (typed by a player) and
// localized messages (which are identified by a LocalMessage class and id).
// GameInfos produce localized messages using their DeathMessageClass and
// GameMessageClass classes.
//
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class BroadcastHandler extends Info
config(Game);
var int SentText;
var config bool bMuteSpectators; // Whether spectators are allowed to speak.
function UpdateSentText()
{
SentText = 0;
}
/* Whether actor is allowed to broadcast messages now.
*/
function bool AllowsBroadcast( actor broadcaster, int InLen )
{
if ( bMuteSpectators && (PlayerController(Broadcaster) != None)
&& PlayerController(Broadcaster).PlayerReplicationInfo.bOnlySpectator )
return false;
SentText += InLen;
return ( (WorldInfo.Pauser != None) || (SentText < 260) );
}
function BroadcastText( PlayerReplicationInfo SenderPRI, PlayerController Receiver, coerce string Msg, optional name Type )
{
Receiver.TeamMessage( SenderPRI, Msg, Type );
}
function BroadcastLocalized( Actor Sender, PlayerController Receiver, class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
Receiver.ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
}
function Broadcast( Actor Sender, coerce string Msg, optional name Type )
{
local PlayerController P;
local PlayerReplicationInfo PRI;
// see if allowed (limit to prevent spamming)
if ( !AllowsBroadcast(Sender, Len(Msg)) )
return;
if ( Pawn(Sender) != None )
PRI = Pawn(Sender).PlayerReplicationInfo;
else if ( Controller(Sender) != None )
PRI = Controller(Sender).PlayerReplicationInfo;
foreach WorldInfo.AllControllers(class'PlayerController', P)
{
BroadcastText(PRI, P, Msg, Type);
}
}
function BroadcastTeam( Controller Sender, coerce string Msg, optional name Type )
{
local PlayerController P;
// see if allowed (limit to prevent spamming)
if ( !AllowsBroadcast(Sender, Len(Msg)) )
return;
foreach WorldInfo.AllControllers(class'PlayerController', P)
{
if (P.PlayerReplicationInfo.Team == Sender.PlayerReplicationInfo.Team)
{
BroadcastText(Sender.PlayerReplicationInfo, P, Msg, Type);
}
}
}
/*
Broadcast a localized message to all players.
Most messages deal with 0 to 2 related PRIs.
The LocalMessage class defines how the PRI's and optional actor are used.
*/
event AllowBroadcastLocalized( actor Sender, class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
local PlayerController P;
foreach WorldInfo.AllControllers(class'PlayerController', P)
{
BroadcastLocalized(Sender, P, Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject);
}
}
/*
Broadcast a localized message to all players on a team.
Most messages deal with 0 to 2 related PRIs.
The LocalMessage class defines how the PRI's and optional actor are used.
*/
event AllowBroadcastLocalizedTeam( int TeamIndex, actor Sender, class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
local PlayerController P;
foreach WorldInfo.AllControllers(class'PlayerController', P)
{
if ( (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team != None) && (P.PlayerReplicationInfo.Team.TeamIndex == TeamIndex) )
{
BroadcastLocalized(Sender, P, Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject);
}
}
}
defaultproperties
{
TickGroup=TG_DuringAsyncWork
}