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KF2-Dev-Scripts/GameFramework/Classes/GameCrowdReplicationActor.uc
2020-12-13 18:01:13 +03:00

85 lines
1.6 KiB
Ucode

/**
*
* 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
}