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