85 lines
1.6 KiB
Ucode
85 lines
1.6 KiB
Ucode
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/**
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class GameCrowdReplicationActor extends Actor
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native;
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/** Pointer to crowd spawning action we are replicating. */
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var repnotify SeqAct_GameCrowdSpawner Spawner;
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/** If crowd spawning is active. */
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var repnotify bool bSpawningActive;
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/** Use to replicate when we want to destroy all crowd agents. */
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var repnotify int DestroyAllCount;
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// FIXME - add native rep
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replication
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{
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if(Role == Role_Authority)
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Spawner, bSpawningActive, DestroyAllCount;
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}
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simulated event ReplicatedEvent(name VarName)
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{
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/*
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//test
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if(VarName == 'Spawner' || VarName == 'bSpawningActive')
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{
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if(Spawner != None)
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{
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Spawner.bSpawningActive = bSpawningActive;
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// Cache spawner kismet vars on client
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if(bSpawningActive)
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{
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Spawner.CacheSpawnerVars();
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}
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}
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}
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else if(VarName == 'DestroyAllCount')
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{
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Spawner.KillAgents();
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Spawner.bSpawningActive = FALSE;
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}
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else
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{
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Super.ReplicatedEvent(VarName);
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}
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*/
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}
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auto state ReceivingReplication
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{
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simulated event Tick(float DeltaTime)
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{
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//test
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/*
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Super.Tick(DeltaTime);
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if ( Role == ROLE_Authority )
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{
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GotoState('');
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}
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else if( Spawner != None && Spawner.bSpawningActive )
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{
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Spawner.UpdateSpawning(DeltaTime);
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}
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*/
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}
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}
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defaultproperties
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{
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TickGroup=TG_DuringAsyncWork
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bSkipActorPropertyReplication=true
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bAlwaysRelevant=true
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bReplicateMovement=false
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bUpdateSimulatedPosition=false
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bOnlyDirtyReplication=true
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RemoteRole=ROLE_SimulatedProxy
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NetPriority=2.7
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NetUpdateFrequency=1.0
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}
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