//============================================================================= // KFPlayerReplicationInfo //============================================================================= // A PlayerReplicationInfo is created for every player on a server (or in a standalone game). // Players are PlayerControllers, or other Controllers with bIsPlayer=true // PlayerReplicationInfos are replicated to all clients, and contain network game relevant information about the player, // such as playername, score, etc. //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Andrew "Strago" Ladenberger //============================================================================= class KFPlayerReplicationInfo extends PlayerReplicationInfo config(Game) native(ReplicationInfo) nativereplication dependson(KFVoteCollector, KFLocalMessage_VoiceComms); `include(KFGame\KFGameAnalytics.uci); `include(KFGame\KFMatchStats.uci); `include(KFProfileSettings.uci); /** The time at which this PRI left the game */ var float LastQuitTime; /** The number of times this PRI has reconnected to this game */ var byte NumTimesReconnected; /** TRUE if this player has spawned in for the active round. This is used for realtime multipay on PS4 */ var bool bHasSpawnedIn; /** UTC timestamp representing the last time a crate was gifted to this player. Tracked by server only */ var string LastCrateGiftTimestamp; /** Seconds of gameplay for this player for crate gifting. Tracked by server only */ var int SecondsOfGameplay; /** Whether or not dosh can be earned */ var bool bAllowDoshEarning; /************************************ * Character class related variables ************************************/ /** This variable exists to tell native our max number of attachments */ const NUM_COSMETIC_ATTACHMENTS = `MAX_COSMETIC_ATTACHMENTS; /** List of all playable characters */ var const array CharacterArchetypes; /** Replication info for player character customization */ struct native CustomizationInfo { /** Index of the current char archetype among the AvailableCharArchetypes array */ var const int CharacterIndex; var const int HeadMeshIndex; var const int HeadSkinIndex; var const int BodyMeshIndex; var const int BodySkinIndex; var const int AttachmentMeshIndices[`MAX_COSMETIC_ATTACHMENTS]; var const int AttachmentSkinIndices[`MAX_COSMETIC_ATTACHMENTS]; structcpptext { FCustomizationInfo& operator=(FCustomizationInfo& rhs) { CharacterIndex = rhs.CharacterIndex; HeadMeshIndex = rhs.HeadMeshIndex; HeadSkinIndex = rhs.HeadSkinIndex; BodyMeshIndex = rhs.BodyMeshIndex; BodySkinIndex = rhs.BodySkinIndex; for(INT i = 0; i < UCONST_NUM_COSMETIC_ATTACHMENTS /*MAX_COSMETIC_ATTACHMENTS*/; ++i) { AttachmentMeshIndices[i] = rhs.AttachmentMeshIndices[i]; AttachmentSkinIndices[i] = rhs.AttachmentSkinIndices[i]; } return *this; } } structdefaultproperties { // Index of `CLEARED_ATTACHMENT_INDEX implies don't use any attachment // Note: Array size should match MAX_COSMETIC_ATTACHMENTS AttachmentMeshIndices[0]=`CLEARED_ATTACHMENT_INDEX AttachmentMeshIndices[1]=`CLEARED_ATTACHMENT_INDEX AttachmentMeshIndices[2]=`CLEARED_ATTACHMENT_INDEX } }; /** Current customization settings */ var const repnotify CustomizationInfo RepCustomizationInfo; /** Texture of render of custom character head. */ var texture CharPortrait; /** 0 is Not Talking, 1 is Public, 2 is Team, 3 is Squad, 4 is Vehicle, 5 is Spectator, 6 is Sequestered Spectator */ var repnotify byte VOIPStatus; /** TRUE if player has registered as a local talker with the OSS */ var repnotify bool bVOIPRegisteredWithOSS; /** The cumulative amount of damage this player has dealt, resets on team change */ var int DamageDealtOnTeam; /************************************ * Replicated Perk Data ************************************/ /** Selected perk info replicated to all */ var byte NetPerkIndex; // @todo: replace with class? var Class CurrentPerkClass; var private byte ActivePerkLevel; var private byte ActivePerkPrestigeLevel; /** Kill assists. Need an integer here because it is very easy to exceed 255 assists. */ var int Assists; var int PlayerHealth; var byte PlayerHealthPercent; //represented as a percentage /** The firebug range skill increases the range of fire weapons we need to tell other clients if it is on */ var bool bExtraFireRange; /** The firebug splash damage skill changes the explosion template */ var bool bSplashActive; /** The demo Nuke skill changes the explosion template */ var bool bNukeActive; /** The demo Concussive skill changes the explosion template */ var bool bConcussiveActive; /** Certain perks can supply ammo etc. We need to replicate that for the HUD */ var byte PerkSupplyLevel; /** Number of stomps during Arachnophobia */ var int ZedStomps; /************************************ * Not replicated Perk Data, * local client only ************************************/ var bool bPerkPrimarySupplyUsed; var bool bPerkSecondarySupplyUsed; var bool bVotedToSkipTraderTime; var bool bAlreadyStartedASkipTraderVote; var bool bVotedToPauseGame; var bool bAlreadyStartedAPauseGameVote; /************************************ * Not replicated Voice Comms Request * local client only -ZG ************************************/ var EVoiceCommsType CurrentVoiceCommsRequest; var float VoiceCommsStatusDisplayInterval; var int VoiceCommsStatusDisplayIntervalCount; var int VoiceCommsStatusDisplayIntervalMax; /************************************ * Replicated Unlocks ************************************/ var private int SharedUnlocks; var repnotify private int CurrentHeadShotEffectID; /************************************ * Objective ************************************/ var bool bObjectivePlayer; /************************************ * Replicated, compressed locations of human players ************************************/ var private Vector PawnLocationCompressed; var private Vector LastReplicatedSmoothedLocation; var bool bShowNonRelevantPlayers; /** Cached (non-replicated) player owner, used by server */ var KFPlayerController KFPlayerOwner; /** Whether we're waiting for our online subsystem inventory to load (used to determine selectable characters) */ var transient bool bWaitingForInventory; /** What character should be checked for selection once the online subsystem inventory loads */ var transient int WaitingForInventoryCharacterIndex; /** Whether the character is currently holding a transport objective */ var bool bCarryingCollectible; /************************************ * native ************************************/ cpptext { INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel ); UBOOL ShowNonRelevantPlayerInfo(); /** Inventory */ UBOOL DelayCharacterOwnership(); void LoadCosmeticContent(UKFCharacterInfo_Human* CharArch, INT CosmeticType, INT CosmeticIdx); void CacheCosmeticContent(UKFCharacterInfo_Human* CharArch, INT CosmeticType, INT CosmeticIdx); void CacheHeadshotFxContent(); virtual void AddReferencedObjects(TArray& ObjectArray); } native function bool StartLoadCosmeticContent(KFCharacterInfo_Human CharArch, INT CosmeticType, INT CosmeticIdx); native function StartLoadHeadshotFxContent(); native function SetWeeklyCharacterAttachment(INT AttachmentIndex, int AttachmentSkin); replication { if ( bNetDirty ) RepCustomizationInfo, NetPerkIndex, ActivePerkLevel, ActivePerkPrestigeLevel, bHasSpawnedIn, CurrentPerkClass, bObjectivePlayer, Assists, PlayerHealth, PlayerHealthPercent, bExtraFireRange, bSplashActive, bNukeActive, bConcussiveActive, PerkSupplyLevel, CharPortrait, DamageDealtOnTeam, bVOIPRegisteredWithOSS, CurrentVoiceCommsRequest,CurrentHeadShotEffectID, bCarryingCollectible, ZedStomps; // sent to non owning clients if ( bNetDirty && (!bNetOwner || bDemoRecording) ) VOIPStatus, SharedUnlocks; if( !bNetOwner && bNetDirty ) PawnLocationCompressed; } simulated event ReplicatedEvent(name VarName) { local KFPlayerController LocalPC; local PlayerNameIdPair newPlayer; if ( VarName == 'RepCustomizationInfo' ) { CharacterCustomizationChanged(); } else if ( VarName == nameof(VOIPStatus) ) { VOIPStatusChanged(self, VOIPStatus > 0); } else if ( VarName == nameof(Score) ) { UpdateTraderDosh(); } else if ( VarName == 'PlayerName' ) { LocalPC = KFPlayerController(GetALocalPlayerController()); if( LocalPC != none ) { newPlayer.PlayerName = PlayerName; LocalPC.RecentlyMetPlayers.AddItem(newPlayer); // Refresh the party widget when the name changes if( LocalPC.MyGFxManager != none ) { LocalPC.MyGFxManager.ForceUpdateNextFrame(); } } } else if (VarName == 'bVOIPRegisteredWithOSS') { OnTalkerRegistered(); } else if (VarName == nameof(CurrentHeadShotEffectID)) { CurrentHeadShotEffectIdChanged(); } if ( VarName == 'Team' ) { ClientRecieveNewTeam(); } Super.ReplicatedEvent(VarName); } simulated event PostBeginPlay() { super.PostBeginPlay(); if( Role == ROLE_Authority ) { KFPlayerOwner = KFPlayerController( Owner ); ResetSkipTrader(); } } /********************************************************************************************* `*Team management *********************************************************************************************/ reliable server function ServerSwitchTeam(); reliable client function ClientRecieveNewTeam(); /********************************************************************************************* `* Current Perk Level ********************************************************************************************* */ simulated function byte GetActivePerkLevel() { return ActivePerkLevel; } simulated function byte GetActivePerkPrestigeLevel() { return ActivePerkPrestigeLevel; } /********************************************************************************************* `* VOIP ********************************************************************************************* */ reliable server function ServerNotifyStartVoip() { local int i; local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); //ClearTimer('ClearVOIP'); if ( !KFGameInfo(WorldInfo.Game).bDisableVOIP && !KFGameInfo(WorldInfo.Game).bDisablePublicVOIPChannel ) { if ( !bOnlySpectator ) { bNetDirty = true; bForceNetUpdate = true; if(!KFPC.IsLocalController()) { VOIPStatusChanged(self, true); } VOIPStatus = 1; KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length); if ( KFPC.Pawn != none && KFPC.Pawn.Health > 0 ) { for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; i++ ) { if ( !WorldInfo.GRI.PRIArray[i].bBot ) { KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId); if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none ) { PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId); } } } } else if ( KFGameInfo(WorldInfo.Game).bEnableDeadToVOIP ) { for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; i++ ) { if ( !WorldInfo.GRI.PRIArray[i].bBot ) { KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId); if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none ) { PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId); } } } } if ( KFPC.VoiceReceivers.Length <= 0 ) { KFPC.VoiceReceivers.AddItem(UniqueId); } } else { ServerStartSpectatorVoiceChat(); } } else { KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length); KFPC.VoiceReceivers.AddItem(UniqueId); } } reliable server function ServerNotifyStartTeamVoip() { local byte TeamIndex; local int i; local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); //ClearTimer('ClearVOIP'); if ( !KFGameInfo(WorldInfo.Game).bDisableVoip ) { TeamIndex = GetTeamNum(); if ( !bOnlySpectator ) { bNetDirty = true; bForceNetUpdate = true; if(!KFPC.IsLocalController()) { VOIPStatusChanged(self, true); } VOIPStatus = 2; KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length); if ( KFPC.Pawn != none && KFPC.Pawn.Health > 0 ) { for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; i++ ) { if ( !WorldInfo.GRI.PRIArray[i].bBot && (WorldInfo.GRI.PRIArray[i].GetTeamNum() == TeamIndex || !WorldInfo.GRI.bMatchHasBegun || WorldInfo.GRI.bMatchIsOver) ) { KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId); if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none ) { PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId); } } } } else if ( KFGameInfo(WorldInfo.Game).bEnableDeadToVOIP ) { for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; i++ ) { if ( !WorldInfo.GRI.PRIArray[i].bBot && (WorldInfo.GRI.PRIArray[i].GetTeamNum() == TeamIndex || !WorldInfo.GRI.bMatchHasBegun || WorldInfo.GRI.bMatchIsOver) ) { KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId); if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none ) { PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId); } } } } if ( KFPC.VoiceReceivers.Length <= 0 ) { KFPC.VoiceReceivers.AddItem(UniqueId); } } else { ServerStartSpectatorVoiceChat(); } } else { KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length); KFPC.VoiceReceivers.AddItem(UniqueId); } } function ServerStartSpectatorVoiceChat() { local int i; local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); ClearTimer('ClearVOIP'); KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length); VOIPStatus =KFGameInfo(WorldInfo.Game).bPartitionSpectators ? 6 : 5; for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; ++i ) { if ( !WorldInfo.GRI.PRIArray[i].bBot && (!KFGameInfo(WorldInfo.Game).bPartitionSpectators || WorldInfo.GRI.PRIArray[i].bOnlySpectator) ) { KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId); if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none ) { PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId); } } } if ( KFPC.VoiceReceivers.Length <= 0 ) { KFPC.VoiceReceivers.AddItem(UniqueId); } } reliable server function ServerNotifyStopVOIP() { local KFPlayerController KFPC; VOIPStatus = 0; VOIPStatusChanged(self, false); KFPC = KFPlayerController(Owner); if( KFPC != none ) { KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length); } foreach WorldInfo.AllControllers(class'KFPlayerController', KFPC) { while ( KFPC.VoiceSenders.Find('Uid', UniqueId.Uid) != INDEX_NONE ) { KFPC.VoiceSenders.RemoveItem(UniqueId); } } } simulated function VOIPStatusChanged( PlayerReplicationInfo Talker, bool bIsTalking ) { local KFPlayerController KFPC; local KFPlayerReplicationInfo TalkerKFPRI; local KFGFxHudWrapper MyGFxHUD; local OnlineSubsystem OSS; OSS = class'GameEngine'.static.GetOnlineSubsystem(); foreach WorldInfo.LocalPlayerControllers(class'KFPlayerController', KFPC) { // BWJ - 10-4-16 - Exit out immediately if local player has a chat restriction if( OSS != None && OSS.HasChatRestriction( LocalPlayer(KFPC.Player).ControllerId ) ) { return; } MyGFxHUD = KFGFxHudWrapper(KFPC.myHUD); TalkerKFPRI = KFPlayerReplicationInfo(Talker); if( TalkerKFPRI != none ) { if( TalkerKFPRI.VOIPStatus == 6 && !KFPC.PlayerReplicationInfo.bOnlySpectator ) { return; } } if(MyGFxHUD != none && MyGFxHUD.HudMovie != none) { MyGFxHUD.HudMovie.VOIPWidget.VOIPEventTriggered(Talker, bIsTalking); } if(KFPC.MyGFxManager != none) { KFPC.MyGFxManager.UpdateVOIP(Talker, bIsTalking); } } } simulated function OnTalkerRegistered() { local PlayerController LocalPC; local int i; local KFPlayerReplicationInfo PRI; local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); LocalPC = GetALocalPlayerController(); // If there is no PRI for the local player or GRI, we wait (really shouldn't be more than a frame) and try again if( LocalPC.PlayerReplicationInfo == None || WorldInfo.GRI == None ) { SetTimer( 0.1, false, nameof(OnTalkerRegistered) ); } if (LocalPC != none && LocalPC.PlayerReplicationInfo != none && WorldInfo.GRI != none) { // Local player has regigistered if (LocalPC.PlayerReplicationInfo == self) { // Register all other players that have been registered for (i = 0; i < WorldInfo.GRI.PRIArray.Length; i++) { PRI = KFPlayerReplicationInfo(WorldInfo.GRI.PRIArray[i]); if (PRI != self && PRI.bVOIPRegisteredWithOSS) { OnlineSub.VoiceInterface.RegisterRemoteTalker(PRI.UniqueId); } } } // Registering someone else other than the local player else if (KFPlayerReplicationInfo(LocalPC.PlayerReplicationInfo).bVOIPRegisteredWithOSS) { OnlineSub.VoiceInterface.RegisterRemoteTalker(UniqueId); } } } // JRO - Make sure the talking icon doesn't continue to show up after leaving simulated function UnregisterPlayerFromSession() { VOIPStatusChanged(self, false); super.UnregisterPlayerFromSession(); } /********************************************************************************************* `* Kick Voting ********************************************************************************************* */ reliable client function ShowKickVote(PlayerReplicationInfo PRI, byte VoteDuration, bool bShowChoices) { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxHUD != none) { KFPC.MyGFxHUD.ShowKickVote(PRI, VoteDuration, bShowChoices); } if(KFPC != none && KFPC.MyGFxManager != none && bShowChoices) { KFPC.MyGFxManager.ShowKickVote(PRI); } } reliable client function HideKickVote() { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxHUD != none) { KFPC.MyGFxHUD.HideKickVote(); } if(KFPC != none && KFPC.MyGFxManager != none) { KFPC.MyGFxManager.HideKickVote(); } } reliable server function ServerStartKickVote(PlayerReplicationInfo Kickee, PlayerReplicationInfo Kicker) { local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if(KFGRI != none) { KFGRI.ServerStartVoteKick(Kickee, Kicker); } } simulated function CastKickVote(PlayerReplicationInfo PRI, bool bKick) { local KFPlayerController KFPC; ServerCastKickVote(self, bKick); KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxManager != none) { KFPC.MyGFxManager.HideKickVote(); } } reliable server function ServerCastKickVote(PlayerReplicationInfo PRI, bool bKick) { local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if(KFGRI != none) { KFGRI.RecieveVoteKick(PRI, bKick); } } /********************************************************************************************* `* Skip Trader ********************************************************************************************* */ reliable client function ShowSkipTraderVote(PlayerReplicationInfo PRI, byte VoteDuration, bool bShowChoices) { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxHUD != none) { KFPC.MyGFxHUD.ShowSkipTraderVote(PRI, VoteDuration, bShowChoices); } if(KFPC != none && KFPC.MyGFxManager != none && bShowChoices) { KFPC.MyGFxManager.ShowSkipTraderVote(PRI); } } reliable client function UpdateSkipTraderTime(byte CurrentVoteTime) { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxHUD != none) { KFPC.MyGFxHUD.UpdateSkipTraderTime(CurrentVoteTime); } } reliable client function HideSkipTraderVote() { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxHUD != none) { KFPC.MyGFxHUD.HideSkipTraderVote(); } if(KFPC != none && KFPC.MyGFxManager != none) { KFPC.MyGFxManager.HideSkipTraderVote(); } } simulated function RequestSkiptTrader(PlayerReplicationInfo PRI) { bVotedToSkipTraderTime = true; ServerRequestSkipTraderVote(self); } reliable server function ServerRequestSkipTraderVote(PlayerReplicationInfo PRI) { local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI != none) { KFGRI.ServerStartVoteSkipTrader(PRI); } } simulated function CastSkipTraderVote(PlayerReplicationInfo PRI, bool bSkipTrader) { local KFPlayerController KFPC; ServerCastSkipTraderVote(self, bSkipTrader); KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxManager != none) { KFPC.MyGFxManager.HideSkipTraderVote(); } } reliable server function ServerCastSkipTraderVote(PlayerReplicationInfo PRI, bool bSkipTrader) { local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if(KFGRI != none) { KFGRI.RecieveVoteSkipTrader(PRI, bSkipTrader); } } reliable server function ResetSkipTrader() { local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if(KFGRI != none && KFGRI.VoteCollector != none) { KFGRI.VoteCollector.ConcludeVoteSkipTrader(); } } /********************************************************************************************* `* Map Vote ********************************************************************************************* */ simulated function CastMapVote(int MapIndex, bool bDoubleClick) { local KFGameInfo KFGI; ServerCastMapVote(self, KFGameReplicationInfo(WorldInfo.GRI).VoteCollector.MapList[MapIndex]); if(WorldInfo.NetMode == NM_StandAlone) { KFGI = KFGameInfo(WorldInfo.Game); if(KFGI != none) { //do insta map travel because we are impatient KFGI.UpdateCurrentMapVoteTime( bDoubleClick ? 0 : 5 );//insta ish } } } reliable server function ServerCastMapVote(PlayerReplicationInfo PRI, string MapName) { local KFGameReplicationInfo kfGRI; local KFGameInfo KFGI; KFGI = KFGameInfo(WorldInfo.Game); KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if(KFGI != none && KFGI.bDisableMapVote) { return; } if(KFGRI != none && !bOnlySpectator) { if(WorldInfo.NetMode == NM_StandAlone) { KFGRI.ReceiveVoteMap(PRI, KFGameReplicationInfo(WorldInfo.GRI).VoteCollector.MapList.Find(MapName)); } else { KFGRI.ReceiveVoteMap(PRI, KFGI.GameMapCycles[KFGI.ActiveMapCycle].Maps.Find(MapName)); } } } reliable client function RecieveAARMapOption(string MapOption) { local KFGameReplicationInfo kfGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if(KFGRI != none && KFGRI.VoteCollector != none) { KFGRI.VoteCollector.AddMapOption(MapOption); } } reliable client function RecieveTopMaps(TopVotes VoteObject) { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxManager != none && KFPC.MyGFxManager.PostGameMenu != none) { KFPC.MyGFxManager.PostGameMenu.RecieveTopMaps( VoteObject ); } } /********************************************************************************************* `* Pause Game ********************************************************************************************* */ reliable client function ShowPauseGameVote(PlayerReplicationInfo PRI, byte VoteDuration, bool bShowChoices) { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxHUD != none) { KFPC.MyGFxHUD.ShowPauseGameVote(PRI, VoteDuration, bShowChoices); } if(KFPC != none && KFPC.MyGFxManager != none && bShowChoices) { KFPC.MyGFxManager.ShowPauseGameVote(PRI); } } reliable client function UpdatePauseGameTime(byte CurrentVoteTime) { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxHUD != none) { KFPC.MyGFxHUD.UpdatePauseGameTime(CurrentVoteTime); } } reliable client function HidePauseGameVote() { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxHUD != none) { KFPC.MyGFxHUD.HidePauseGameVote(); } if(KFPC != none && KFPC.MyGFxManager != none) { KFPC.MyGFxManager.HidePauseGameVote(); } } simulated function RequestPauseGame(PlayerReplicationInfo PRI) { bVotedToPauseGame = true; ServerRequestPauseGameVote(self); } reliable server function ServerRequestPauseGameVote(PlayerReplicationInfo PRI) { local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI != none) { KFGRI.ServerStartVotePauseGame(PRI); } } simulated function CastPauseGameVote(PlayerReplicationInfo PRI, bool bSkipTrader) { local KFPlayerController KFPC; ServerCastPauseGameVote(self, bSkipTrader); KFPC = KFPlayerController(Owner); if(KFPC != none && KFPC.MyGFxManager != none) { KFPC.MyGFxManager.HidePauseGameVote(); } } reliable server function ServerCastPauseGameVote(PlayerReplicationInfo PRI, bool bSkipTrader) { local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if(KFGRI != none) { KFGRI.ReceiveVotePauseGame(PRI, bSkipTrader); } } reliable server function ResetPauseGame() { local KFGameReplicationInfo KFGRI; KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if(KFGRI != none && KFGRI.VoteCollector != none) { KFGRI.VoteCollector.ConcludeVotePauseGame(); } bVotedToPauseGame = false; } /********************************************************************************************* `* Character Customization ********************************************************************************************* */ native reliable server private event ServerSetSharedUnlocks(int NewUnlocks); native reliable server private event ServerSetCharacterCustomization(CustomizationInfo NewMeshInfo); native reliable server private event ServerSetCurrentHeadShotEffect(int ItemID); simulated final function int GetHeadShotEffectID() { return CurrentHeadShotEffectID; } native private function bool SaveCharacterConfig(); native private function bool LoadCharacterConfig(out int CharacterIndex); native private function RetryCharacterOwnership(); native function ClearCharacterAttachment(int AttachmentIndex); simulated function ClientInitialize(Controller C) { local OnlineContentInterface OnlineContentInt; // workaround for repeated repnotify!?!? if ( Role < ROLE_Authority && C == Owner ) { return; } // Ignore the super since NotifyLocalPlayerTeamReceived is never used SetOwner( C ); if ( C.IsLocalController() ) { KFPlayerController(C).InitializeStats(); SelectCharacter(); // checked for owned titles that might unlock shared content (e.g. Road Redemption) if (class'WorldInfo'.static.IsConsoleBuild()) { OnlineContentInt = class'GameEngine'.static.GetOnlineSubsystem().ContentInterface; OnlineContentInt.ClearCrossTitleContentList(0, OCT_Game); OnlineContentInt.AddReadCrossTitleContentCompleteDelegate( 0, OCT_Game, SharedContentInitChain_CrossTitleContentRead); if (!OnlineContentInt.ReadCrossTitleContentList(0, OCT_Game)) { SharedContentInitChain_CrossTitleContentRead(true); } } else { SharedContentInitChain_CrossTitleContentRead(true); } } } simulated function SharedContentInitChain_CrossTitleContentRead(bool bWasSuccessful) { if (class'WorldInfo'.static.IsConsoleBuild()) { class'GameEngine'.static.GetOnlineSubsystem().ContentInterface. ClearReadCrossTitleContentCompleteDelegate(0, OCT_Game, SharedContentInitChain_CrossTitleContentRead); if (class'GameEngine'.static.GetOnlineSubsystem().CurrentInventory.Length == 0) { class'GameEngine'.static.GetPlayfabInterface(). AddInventoryReadCompleteDelegate(SharedContentInitChain_InventoryRead_Playfab); } else { SharedContentInitChain_InventoryRead_Playfab(true); } } else { if (class'GameEngine'.static.GetOnlineSubsystem().bInventoryReady == false) { class'GameEngine'.static.GetOnlineSubsystem(). AddOnInventoryReadCompleteDelegate(SharedContentInitChain_InventoryRead_Steamworks); } else { SharedContentInitChain_InventoryRead_Steamworks(); } } } simulated function SharedContentInitChain_InventoryRead_Steamworks() { class'GameEngine'.static.GetOnlineSubsystem(). ClearOnInventoryReadCompleteDelegate(SharedContentInitChain_InventoryRead_Steamworks); // At this point, inventory should both be available class'KFUnlockManager'.static.InitSharedUnlocksFor(self); } simulated function SharedContentInitChain_InventoryRead_Playfab(bool bWasSuccessful) { local array CrossTitleContent; class'GameEngine'.static.GetPlayfabInterface(). ClearInventoryReadCompleteDelegate(SharedContentInitChain_InventoryRead_Playfab); // At this point, cross title content and inventory should both be available class'GameEngine'.static.GetOnlineSubsystem(). ContentInterface.GetCrossTitleContentList(0, OCT_Game, CrossTitleContent); class'KFUnlockManager'.static.InitSharedUnlocksFor(self, CrossTitleContent); } function OnInventoryReadComplete_Steamworks() { class'GameEngine'.static.GetOnlineSubsystem().ClearOnInventoryReadCompleteDelegate(OnInventoryReadComplete_Steamworks); bWaitingForInventory = false; SelectCharacter(WaitingForInventoryCharacterIndex); } function OnInventoryReadComplete_Playfab(bool bWasSuccessful) { if(bWasSuccessful) { // select character requires the inventory be set up, so keep this callback around until the inventory read is successful class'GameEngine'.static.GetPlayfabInterface().ClearInventoryReadCompleteDelegate(OnInventoryReadComplete_Playfab); bWaitingForInventory = false; SelectCharacter(WaitingForInventoryCharacterIndex); } } /** * Network: Local Player * INDEX_NONE will load last character from config */ simulated event SelectCharacter( optional int CharIndex=INDEX_None, optional bool bWaitForInventory=FALSE ) { local OnlineProfileSettings Settings; // If settings are not loaded yet try again later via OnReadProfileSettingsComplete() Settings = class'GameEngine'.static.GetOnlineSubsystem().PlayerInterface.GetProfileSettings( LocalPlayer(GetALocalPlayerController().Player).ControllerId ); if( Settings == none ) { `log("Not selecting character just yet since there's no profile settings"); return; } // We need to wait for the online subsystem inventory to be loaded in order to determine whether // the requested character is available to select. If the inventory isn't ready, wait for it and // handle selection after the callback. // @TODO JDR: should this actually ignore additional calls to SelectCharacter while waiting for inventory? if (bWaitForInventory) { if (bWaitingForInventory) { return; } else { //@SABER_EGS IsEosBuild() case added if (class'WorldInfo'.static.IsConsoleBuild() || class'WorldInfo'.static.IsEosBuild()) { if (class'GameEngine'.static.GetOnlineSubsystem().CurrentInventory.Length == 0) { class'GameEngine'.static.GetPlayfabInterface().AddInventoryReadCompleteDelegate(OnInventoryReadComplete_Playfab); WaitingForInventoryCharacterIndex = CharIndex; bWaitingForInventory = true; return; } } else if (!class'GameEngine'.static.GetOnlineSubsystem().bInventoryReady) { class'GameEngine'.static.GetOnlineSubsystem().AddOnInventoryReadCompleteDelegate(OnInventoryReadComplete_Steamworks); WaitingForInventoryCharacterIndex = CharIndex; bWaitingForInventory = true; return; } } } LoadCharacterConfig(CharIndex); // Make sure we get a valid character if(!class'KFUnlockManager'.static.GetAvailable(CharacterArchetypes[CharIndex])) { CharIndex = GetAnyAvailableCharacter(CharIndex); LoadCharacterConfig(CharIndex); } // Resave, in case of invalid selection, and then replicate Settings.SetProfileSettingValueInt(KFID_StoredCharIndex, CharIndex); if ( Role < Role_Authority ) { ServerSetCharacterCustomization( RepCustomizationInfo ); } else { CharacterCustomizationChanged(); } } /** Returns the first available unlocked character */ private simulated function int GetAnyAvailableCharacter(byte CharIndex) { local byte i; for (i = 0; i < CharacterArchetypes.Length; i++) { if(class'KFUnlockManager'.static.GetAvailable(CharacterArchetypes[CharIndex])) { return i; } } return 0; } /** Config section name for a given character archetype index */ private simulated event string GetCharacterConfigSection(int Idx) { return PathName(CharacterArchetypes[Idx]); } /** Called when RepCustomizationInfo is modified. Network: All*/ simulated event CharacterCustomizationChanged() { local KFPawn_Human KFP; local KFCharacterInfoBase NewCharArch; `AnalyticsLog(("character_change", self, CharacterArchetypes[RepCustomizationInfo.CharacterIndex].Name)); foreach WorldInfo.AllPawns(class'KFPawn_Human', KFP) { if (KFP.PlayerReplicationInfo == self || (KFP.DrivenVehicle != None && KFP.DrivenVehicle.PlayerReplicationInfo == self)) { NewCharArch = CharacterArchetypes[RepCustomizationInfo.CharacterIndex]; if( NewCharArch != KFP.CharacterArch ) { // selected a new character KFP.SetCharacterArch( NewCharArch ); } else if( WorldInfo.NetMode != NM_DedicatedServer ) { // refresh cosmetics only KFP.CharacterArch.SetCharacterMeshFromArch( KFP, self ); } } } } reliable server private event ServerAnnounceNewSharedContent() { if( WorldInfo.GRI != None && WorldInfo.GRI.bMatchHasBegun ) { BroadcastLocalizedMessage( class'KFLocalMessage_Game', GMT_UserSharingContent, self); } } simulated event CurrentHeadShotEffectIdChanged() { StartLoadHeadshotFxContent(); } /********************************************************************************************* * General ********************************************************************************************* */ function PlayerReplicationInfo Duplicate() { local KFPlayerReplicationInfo NewKFPRI; NewKFPRI = KFPlayerReplicationInfo(super.Duplicate()); NewKFPRI.LastQuitTime = LastQuitTime; NewKFPRI.NumTimesReconnected = NumTimesReconnected; return NewKFPRI; } function OverrideWith(PlayerReplicationInfo PRI) { super.OverrideWith(PRI); // while super sets Team, SetPlayerTeam sets other important stuff, too SetPlayerTeam(Team); } function SetPlayerTeam( TeamInfo NewTeam ) { if( NewTeam != Team ) { DamageDealtOnTeam = 0; } super.SetPlayerTeam( NewTeam ); KFPlayerOwner = KFPlayerController( Owner ); SetTimer( 1.f, true, nameOf(UpdateReplicatedVariables) ); } function UpdateReplicatedVariables() { if( !bIsSpectator && KFPlayerOwner != none && KFPlayerOwner.GetTeamNum() == 0 && KFPlayerOwner.Pawn != none && KFPlayerOwner.Pawn.IsAliveAndWell() ) { UpdatePawnLocation(); } else if( !IsZero( PawnLocationCompressed ) ) { PawnLocationCompressed = vect(0,0,0); } UpdateReplicatedPlayerHealth(); } /** Called once per second while on the human team to refresh replicated position */ function UpdatePawnLocation() { PawnLocationCompressed = KFPlayerOwner.Pawn.Location; // Compress PawnLocationCompressed *= 0.01f; } function UpdateReplicatedPlayerHealth() { local Pawn OwnerPawn; if( KFPlayerOwner != none ) { OwnerPawn = KFPlayerOwner.Pawn; if( OwnerPawn != none && OwnerPawn.Health != PlayerHealth ) { PlayerHealth = OwnerPawn.Health; PlayerHealthPercent = FloatToByte( float(OwnerPawn.Health) / float(OwnerPawn.HealthMax) ); } } } simulated function SetSmoothedPawnIconLocation( vector NewLocation ) { LastReplicatedSmoothedLocation = NewLocation; } /** Return location used for overhead icon */ simulated function vector GetSmoothedPawnIconLocation(float BlendSpeed) { local vector UncompressedLocation; UncompressedLocation = PawnLocationCompressed * 100.f; // if new location is nearby add some quick and dirty blending // @note: We're faking timestep and making a few assumptions about the HUD if ( BlendSpeed > 0 && !IsZero(UncompressedLocation) && VSizeSq(UncompressedLocation - LastReplicatedSmoothedLocation) < Square(768) ) { LastReplicatedSmoothedLocation = VInterpTo( LastReplicatedSmoothedLocation, UncompressedLocation, WorldInfo.DeltaSeconds, VSize(UncompressedLocation - LastReplicatedSmoothedLocation) * BlendSpeed ); } else { LastReplicatedSmoothedLocation = UncompressedLocation; } return LastReplicatedSmoothedLocation; } simulated function SetPlayerReady( bool bReady ) { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); bReadyToPlay = bReady; ServerSetPlayerReady( bReady ); if(KFPC != none && KFPC.LEDEffectsManager != none) { KFPC.LEDEffectsManager.PlayEffectSetReady(bReadyToPlay); } } reliable server private function ServerSetPlayerReady( bool bReady ) { bReadyToPlay = bReady; } /** Called on server to +/- dosh. Do not modify score directly */ function AddDosh( int DoshAmount, optional bool bEarned ) { local KFPlayerController KFPC; /** Server code: controllers exist */ KFPC = KFPlayerController(Owner); if (KFPC != none && !KFPC.CanUseDosh()) { return; } //If the game has turned off dosh earning for this PRI, early out. if (!bAllowDoshEarning && bEarned) { return; } // Dosh is stored in PRI->Score Score = Max(0, Score + DoshAmount); // If the trader menu is open, update our menus dosh if ( WorldInfo.NetMode == NM_ListenServer ) { UpdateTraderDosh(); } // If player worked for their dosh track it with the AAR if ( bEarned && DoshAmount > 0 ) { `RecordAARIntStat(KFPlayerController(Owner), DOSH_EARNED, DoshAmount); } } /** Update the dosh in our trader menu if it's open */ simulated function UpdateTraderDosh() { local KFPlayerController KFPC; KFPC = KFPlayerController(Owner); if( KFPC != none && KFPC.bClientTraderMenuOpen ) { KFPC.NotifyTraderDoshChanged(); } } simulated event Destroyed() { NotifyHUDofPRIDestroyed(); super.Destroyed(); } simulated function NotifyHUDofPRIDestroyed() { local KFPlayerController KFPC; KFPC = KFPlayerController(GetALocalPlayerController()); ServerNotifyStopVOIP(); if( KFPC != none ) { // notify HUD of player disconnect if( KFPC.MyGFxHUD != none ) { KFPC.MyGFxHUD.NotifyHUDofPRIDestroyed(self); } // notify movie manager of remote player disconnect if( KFPC != Owner && KFPC.MyGFxManager != None ) { KFPC.MyGFxManager.RemotePlayerDisconnected(UniqueId); } } } /** * @brief Increments the death count for the player * @details Chris: We have to overwrite it here because people might reconnect * in the lobby. Disconnecting means death and death means no start dosh. * @param Amt num deaths (How often can you die simultaniusly?) */ function IncrementDeaths( optional int Amt = 1 ) { if( WorldInfo.GRI != None && WorldInfo.GRI.bMatchHasBegun ) { super.IncrementDeaths( Amt ); } PawnLocationCompressed = vect(0,0,0); } reliable client function MarkSupplierOwnerUsed( KFPlayerReplicationInfo SupplierPRI, optional bool bReceivedPrimary=true, optional bool bReceivedSecondary=true ) { if( SupplierPRI != none ) { SupplierPRI.MarkSupplierUsed( bReceivedPrimary, bReceivedSecondary ); } } simulated function MarkSupplierUsed( bool bReceivedPrimary, bool bReceivedSecondary ) { bPerkPrimarySupplyUsed = bPerkPrimarySupplyUsed || bReceivedPrimary; bPerkSecondarySupplyUsed = bPerkSecondarySupplyUsed || bReceivedSecondary; } simulated function ResetSupplierUsed() { local array KFPRIArray; local int i; KFGameReplicationInfo(WorldInfo.GRI).GetKFPRIArray( KFPRIArray ); for( i = 0; i < KFPRIArray.Length; ++i ) { KFPRIArray[i].bPerkPrimarySupplyUsed = false; KFPRIArray[i].bPerkSecondarySupplyUsed = false; } } /** * Called when a wave has ended. * Network: ALL */ simulated function NotifyWaveEnded() { bVotedToSkipTraderTime = false; if ( (WorldInfo.NetMode == NM_Standalone || WorldInfo.NetMode == NM_Client) && KFPlayerController(Owner) != none && KFPlayerController(Owner).GetPerk() != none) { KFPlayerController(Owner).GetPerk().OnClientWaveEnded(); } /*local KFGameReplicationInfo KFGRI; if( Role == ROLE_Authority ) { KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI != none) { KFGRI.VoteCollector.ResetSkipTraderBeforeWaveStarts(); } }*/ if ( (WorldInfo.NetMode == NM_Standalone || WorldInfo.NetMode == NM_Client) && KFPlayerController(Owner) != none && KFPlayerController(Owner).GetPerk() != none) { KFPlayerController(Owner).GetPerk().OnClientWaveEnded(); } } //reset the icons here /** * Called when a wave has Started. * Network: ALL */ simulated function NotifyWaveStart() { bPerkPrimarySupplyUsed = false; bPerkSecondarySupplyUsed = false; } // BWJ - 10-5-16 - Check to see if player has had initial spawn. used for PS4 realtime multiplay native simulated function bool HasHadInitialSpawn(); simulated function SetCurrentVoiceCommsRequest(int NewValue) { //cast it CurrentVoiceCommsRequest = EVoiceCommsType(NewValue); bNetDirty = true; //clear timers ClearVoiceCommsRequest(); //set timers SetCurrentIconToVoiceCommsIcon(); } //this and SetCurrentIconToVoiceCommsIcon used for flashing last voice comms request icon simulated function SetCurrentIconToPerkIcon() { CurrentVoiceCommsRequest = VCT_NONE; bNetDirty = true; ClearVoiceCommsRequest(); } simulated function SetCurrentIconToVoiceCommsIcon() { SetTimer( VoiceCommsStatusDisplayInterval, false, nameof(SetCurrentIconToPerkIcon) ); } simulated function ClearVoiceCommsRequest() { ClearTimer('SetCurrentIconToPerkIcon'); } simulated function Texture2D GetCurrentIconToDisplay() { if(CurrentVoiceCommsRequest == VCT_NONE && CurrentPerkClass != none) { return CurrentPerkClass.default.PerkIcon; } return class'KFLocalMessage_VoiceComms'.default.VoiceCommsIcons[CurrentVoiceCommsRequest]; } defaultproperties { // Playable characters from archetypes // Mr. Foster is first because he is the only playable character during console installation CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_MrFoster_archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Alberts_archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Knight_Archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.chr_briar_archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Mark_archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Jagerhorn_Archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Ana_Archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Masterson_Archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Alan_Archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Coleman_archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.chr_DJSkully_archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Strasser_Archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_Tanaka_Archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.chr_rockabilly_archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_DAR_archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_MrsFoster_archetype') CharacterArchetypes.Add(KFCharacterInfo_Human'CHR_Playable_ARCH.CHR_BadSanta_Archetype') bShowNonRelevantPlayers=true SecondsOfGameplay=-1 bAllowDoshEarning=true VoiceCommsStatusDisplayInterval=5.0f VoiceCommsStatusDisplayIntervalMax=1; VoiceCommsStatusDisplayIntervalCount=0; CurrentVoiceCommsRequest = VCT_NONE CurrentHeadShotEffectID=-1; bCarryingCollectible=false; bVotedToPauseGame=false; }