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