//============================================================================= // KFRealtimeTimerHelper //============================================================================= // Helper actor to use for timers. Slimmed down native tick only ticks timers // and nothing else. Will not even call script tick event, process state // changes or physics, or really much else at all. Exists on both client and // server, but as their own separate instances. Does not replicate. // // @NOTE: Timers will ignore WorldInfo.TimeDilation and tick all the time // regardless if game is paused. Timers that require pausing must be dealt with // on an individual basis. //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC // - Zane Gholson 12/11/2013 - MattF Renamed & Updated 10/11/2016 //============================================================================= class KFRealtimeTimerHelper extends Actor native; cpptext { virtual UBOOL Tick( FLOAT DeltaTime, enum ELevelTick TickType ); } reliable client function ClientStopNetworkedVoice() { local KFPlayerController KFPC; if( WorldInfo.NetMode != NM_DedicatedServer ) { KFPC = KFPlayerController(GetALocalPlayerController()); if( KFPC != none ) { KFPC.ClientStopNetworkedVoice(); } } } event Destroyed() { ClearAllTimers(); super.Destroyed(); } DefaultProperties { TickGroup=TG_DuringAsyncWork RemoteRole=ROLE_None bAlwaysTick=true bTickIsDisabled=false bHidden=true bMovable=false }