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KF2-Dev-Scripts/KFGame/Classes/KFPlayerReplicationInfo.uc
2021-11-16 20:03:42 +03:00

1572 lines
44 KiB
Ucode

//=============================================================================
// 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<KFCharacterInfo_Human> 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<KFPerk> 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 byte PlayerHealth; //represented as a percentage
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<UObject*>& 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<OnlineCrossTitleContent> 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 )
{
//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<KFPlayerReplicationInfo> 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;
/*local KFGameReplicationInfo KFGRI;
if( Role == ROLE_Authority )
{
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
if (KFGRI != none)
{
KFGRI.VoteCollector.ResetSkipTraderBeforeWaveStarts();
}
}*/
}
//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;
}