1459 lines
42 KiB
Ucode
1459 lines
42 KiB
Ucode
//=============================================================================
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// KFPlayerReplicationInfo
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//=============================================================================
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// A PlayerReplicationInfo is created for every player on a server (or in a standalone game).
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// Players are PlayerControllers, or other Controllers with bIsPlayer=true
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// PlayerReplicationInfos are replicated to all clients, and contain network game relevant information about the player,
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// such as playername, score, etc.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFPlayerReplicationInfo extends PlayerReplicationInfo
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config(Game)
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native(ReplicationInfo)
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nativereplication
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dependson(KFVoteCollector, KFLocalMessage_VoiceComms);
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`include(KFGame\KFGameAnalytics.uci);
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`include(KFGame\KFMatchStats.uci);
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`include(KFProfileSettings.uci);
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/** The time at which this PRI left the game */
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var float LastQuitTime;
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/** The number of times this PRI has reconnected to this game */
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var byte NumTimesReconnected;
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/** TRUE if this player has spawned in for the active round. This is used for realtime multipay on PS4 */
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var bool bHasSpawnedIn;
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/** UTC timestamp representing the last time a crate was gifted to this player. Tracked by server only */
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var string LastCrateGiftTimestamp;
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/** Seconds of gameplay for this player for crate gifting. Tracked by server only */
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var int SecondsOfGameplay;
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/** Whether or not dosh can be earned */
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var bool bAllowDoshEarning;
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/************************************
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* Character class related variables
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************************************/
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/** This variable exists to tell native our max number of attachments */
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const NUM_COSMETIC_ATTACHMENTS = `MAX_COSMETIC_ATTACHMENTS;
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/** List of all playable characters */
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var const array<KFCharacterInfo_Human> CharacterArchetypes;
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/** Replication info for player character customization */
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struct native CustomizationInfo
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{
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/** Index of the current char archetype among the AvailableCharArchetypes array */
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var const int CharacterIndex;
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var const int HeadMeshIndex;
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var const int HeadSkinIndex;
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var const int BodyMeshIndex;
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var const int BodySkinIndex;
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var const int AttachmentMeshIndices[`MAX_COSMETIC_ATTACHMENTS];
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var const int AttachmentSkinIndices[`MAX_COSMETIC_ATTACHMENTS];
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structcpptext
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{
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FCustomizationInfo& operator=(FCustomizationInfo& rhs)
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{
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CharacterIndex = rhs.CharacterIndex;
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HeadMeshIndex = rhs.HeadMeshIndex;
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HeadSkinIndex = rhs.HeadSkinIndex;
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BodyMeshIndex = rhs.BodyMeshIndex;
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BodySkinIndex = rhs.BodySkinIndex;
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for(INT i = 0; i < UCONST_NUM_COSMETIC_ATTACHMENTS /*MAX_COSMETIC_ATTACHMENTS*/; ++i)
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{
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AttachmentMeshIndices[i] = rhs.AttachmentMeshIndices[i];
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AttachmentSkinIndices[i] = rhs.AttachmentSkinIndices[i];
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}
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return *this;
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}
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}
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structdefaultproperties
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{
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// Index of `CLEARED_ATTACHMENT_INDEX implies don't use any attachment
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// Note: Array size should match MAX_COSMETIC_ATTACHMENTS
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AttachmentMeshIndices[0]=`CLEARED_ATTACHMENT_INDEX
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AttachmentMeshIndices[1]=`CLEARED_ATTACHMENT_INDEX
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AttachmentMeshIndices[2]=`CLEARED_ATTACHMENT_INDEX
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}
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};
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/** Current customization settings */
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var const repnotify CustomizationInfo RepCustomizationInfo;
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/** Texture of render of custom character head. */
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var texture CharPortrait;
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/** 0 is Not Talking, 1 is Public, 2 is Team, 3 is Squad, 4 is Vehicle, 5 is Spectator, 6 is Sequestered Spectator */
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var repnotify byte VOIPStatus;
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/** TRUE if player has registered as a local talker with the OSS */
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var repnotify bool bVOIPRegisteredWithOSS;
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/** The cumulative amount of damage this player has dealt, resets on team change */
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var int DamageDealtOnTeam;
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/************************************
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* Replicated Perk Data
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************************************/
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/** Selected perk info replicated to all */
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var byte NetPerkIndex; // @todo: replace with class?
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var Class<KFPerk> CurrentPerkClass;
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var private byte ActivePerkLevel;
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var private byte ActivePerkPrestigeLevel;
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/** Kill assists. Need an integer here because it is very easy to exceed 255 assists. */
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var int Assists;
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var byte PlayerHealth; //represented as a percentage
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var byte PlayerHealthPercent; //represented as a percentage
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/** The firebug range skill increases the range of fire weapons we need to tell other clients if it is on */
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var bool bExtraFireRange;
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/** The firebug splash damage skill changes the explosion template */
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var bool bSplashActive;
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/** The demo Nuke skill changes the explosion template */
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var bool bNukeActive;
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/** The demo Concussive skill changes the explosion template */
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var bool bConcussiveActive;
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/** Certain perks can supply ammo etc. We need to replicate that for the HUD */
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var byte PerkSupplyLevel;
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/************************************
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* Not replicated Perk Data,
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* local client only
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************************************/
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var bool bPerkPrimarySupplyUsed;
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var bool bPerkSecondarySupplyUsed;
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var bool bVotedToSkipTraderTime;
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var bool bAlreadyStartedASkipTraderVote;
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/************************************
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* Not replicated Voice Comms Request
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* local client only -ZG
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************************************/
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var EVoiceCommsType CurrentVoiceCommsRequest;
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var float VoiceCommsStatusDisplayInterval;
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var int VoiceCommsStatusDisplayIntervalCount;
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var int VoiceCommsStatusDisplayIntervalMax;
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/************************************
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* Replicated Unlocks
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************************************/
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var private int SharedUnlocks;
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var repnotify private int CurrentHeadShotEffectID;
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/************************************
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* Objective
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************************************/
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var bool bObjectivePlayer;
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/************************************
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* Replicated, compressed locations of human players
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************************************/
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var private Vector PawnLocationCompressed;
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var private Vector LastReplicatedSmoothedLocation;
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var bool bShowNonRelevantPlayers;
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/** Cached (non-replicated) player owner, used by server */
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var KFPlayerController KFPlayerOwner;
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/** Whether we're waiting for our online subsystem inventory to load (used to determine selectable characters) */
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var transient bool bWaitingForInventory;
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/** What character should be checked for selection once the online subsystem inventory loads */
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var transient int WaitingForInventoryCharacterIndex;
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/** Whether the character is currently holding a transport objective */
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var bool bCarryingCollectible;
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/************************************
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* native
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************************************/
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cpptext
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{
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INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel );
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UBOOL ShowNonRelevantPlayerInfo();
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/** Inventory */
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UBOOL DelayCharacterOwnership();
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void LoadCosmeticContent(UKFCharacterInfo_Human* CharArch, INT CosmeticType, INT CosmeticIdx);
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void CacheCosmeticContent(UKFCharacterInfo_Human* CharArch, INT CosmeticType, INT CosmeticIdx);
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void CacheHeadshotFxContent();
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virtual void AddReferencedObjects(TArray<UObject*>& ObjectArray);
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}
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native function bool StartLoadCosmeticContent(KFCharacterInfo_Human CharArch, INT CosmeticType, INT CosmeticIdx);
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native function StartLoadHeadshotFxContent();
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replication
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{
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if ( bNetDirty )
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RepCustomizationInfo, NetPerkIndex, ActivePerkLevel, ActivePerkPrestigeLevel, bHasSpawnedIn,
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CurrentPerkClass, bObjectivePlayer, Assists, PlayerHealth, PlayerHealthPercent,
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bExtraFireRange, bSplashActive, bNukeActive, bConcussiveActive, PerkSupplyLevel,
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CharPortrait, DamageDealtOnTeam, bVOIPRegisteredWithOSS, CurrentVoiceCommsRequest,CurrentHeadShotEffectID, bCarryingCollectible;
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// sent to non owning clients
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if ( bNetDirty && (!bNetOwner || bDemoRecording) )
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VOIPStatus, SharedUnlocks;
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if( !bNetOwner && bNetDirty )
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PawnLocationCompressed;
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}
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simulated event ReplicatedEvent(name VarName)
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{
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local KFPlayerController LocalPC;
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local PlayerNameIdPair newPlayer;
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if ( VarName == 'RepCustomizationInfo' )
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{
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CharacterCustomizationChanged();
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}
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else if ( VarName == nameof(VOIPStatus) )
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{
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VOIPStatusChanged(self, VOIPStatus > 0);
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}
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else if ( VarName == nameof(Score) )
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{
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UpdateTraderDosh();
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}
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else if ( VarName == 'PlayerName' )
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{
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LocalPC = KFPlayerController(GetALocalPlayerController());
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if( LocalPC != none )
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{
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newPlayer.PlayerName = PlayerName;
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LocalPC.RecentlyMetPlayers.AddItem(newPlayer);
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// Refresh the party widget when the name changes
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if( LocalPC.MyGFxManager != none )
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{
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LocalPC.MyGFxManager.ForceUpdateNextFrame();
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}
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}
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}
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else if (VarName == 'bVOIPRegisteredWithOSS')
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{
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OnTalkerRegistered();
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}
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else if (VarName == nameof(CurrentHeadShotEffectID))
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{
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CurrentHeadShotEffectIdChanged();
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}
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if ( VarName == 'Team' )
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{
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ClientRecieveNewTeam();
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}
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Super.ReplicatedEvent(VarName);
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}
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simulated event PostBeginPlay()
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{
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super.PostBeginPlay();
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if( Role == ROLE_Authority )
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{
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KFPlayerOwner = KFPlayerController( Owner );
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ResetSkipTrader();
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}
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}
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/*********************************************************************************************
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`*Team management
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*********************************************************************************************/
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reliable server function ServerSwitchTeam();
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reliable client function ClientRecieveNewTeam();
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/*********************************************************************************************
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`* Current Perk Level
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********************************************************************************************* */
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simulated function byte GetActivePerkLevel()
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{
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return ActivePerkLevel;
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}
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simulated function byte GetActivePerkPrestigeLevel()
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{
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return ActivePerkPrestigeLevel;
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}
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/*********************************************************************************************
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`* VOIP
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********************************************************************************************* */
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reliable server function ServerNotifyStartVoip()
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{
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local int i;
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local KFPlayerController KFPC;
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KFPC = KFPlayerController(Owner);
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//ClearTimer('ClearVOIP');
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if ( !KFGameInfo(WorldInfo.Game).bDisableVOIP && !KFGameInfo(WorldInfo.Game).bDisablePublicVOIPChannel )
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{
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if ( !bOnlySpectator )
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{
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bNetDirty = true;
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bForceNetUpdate = true;
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if(!KFPC.IsLocalController())
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{
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VOIPStatusChanged(self, true);
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}
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VOIPStatus = 1;
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KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length);
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if ( KFPC.Pawn != none && KFPC.Pawn.Health > 0 )
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{
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for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; i++ )
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{
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if ( !WorldInfo.GRI.PRIArray[i].bBot )
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{
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KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId);
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if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none )
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{
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PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId);
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}
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}
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}
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}
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else if ( KFGameInfo(WorldInfo.Game).bEnableDeadToVOIP )
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{
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for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; i++ )
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{
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if ( !WorldInfo.GRI.PRIArray[i].bBot )
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{
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KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId);
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if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none )
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{
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PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId);
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}
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}
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}
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}
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if ( KFPC.VoiceReceivers.Length <= 0 )
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{
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KFPC.VoiceReceivers.AddItem(UniqueId);
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}
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}
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else
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{
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ServerStartSpectatorVoiceChat();
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}
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}
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else
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{
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KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length);
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KFPC.VoiceReceivers.AddItem(UniqueId);
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}
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}
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reliable server function ServerNotifyStartTeamVoip()
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{
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local byte TeamIndex;
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local int i;
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local KFPlayerController KFPC;
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KFPC = KFPlayerController(Owner);
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//ClearTimer('ClearVOIP');
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if ( !KFGameInfo(WorldInfo.Game).bDisableVoip )
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{
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TeamIndex = GetTeamNum();
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if ( !bOnlySpectator )
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{
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bNetDirty = true;
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bForceNetUpdate = true;
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if(!KFPC.IsLocalController())
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{
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VOIPStatusChanged(self, true);
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}
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VOIPStatus = 2;
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KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length);
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if ( KFPC.Pawn != none && KFPC.Pawn.Health > 0 )
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{
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for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; i++ )
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{
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if ( !WorldInfo.GRI.PRIArray[i].bBot && (WorldInfo.GRI.PRIArray[i].GetTeamNum() == TeamIndex || !WorldInfo.GRI.bMatchHasBegun || WorldInfo.GRI.bMatchIsOver) )
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{
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KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId);
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if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none )
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{
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PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId);
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}
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}
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}
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}
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else if ( KFGameInfo(WorldInfo.Game).bEnableDeadToVOIP )
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{
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for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; i++ )
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{
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if ( !WorldInfo.GRI.PRIArray[i].bBot &&
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(WorldInfo.GRI.PRIArray[i].GetTeamNum() == TeamIndex || !WorldInfo.GRI.bMatchHasBegun || WorldInfo.GRI.bMatchIsOver) )
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{
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KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId);
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if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none )
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{
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PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId);
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}
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}
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}
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}
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if ( KFPC.VoiceReceivers.Length <= 0 )
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{
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KFPC.VoiceReceivers.AddItem(UniqueId);
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}
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}
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else
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{
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ServerStartSpectatorVoiceChat();
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}
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}
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else
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{
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KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length);
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KFPC.VoiceReceivers.AddItem(UniqueId);
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}
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}
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function ServerStartSpectatorVoiceChat()
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{
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local int i;
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local KFPlayerController KFPC;
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KFPC = KFPlayerController(Owner);
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ClearTimer('ClearVOIP');
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KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length);
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VOIPStatus =KFGameInfo(WorldInfo.Game).bPartitionSpectators ? 6 : 5;
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for ( i = 0; i < WorldInfo.GRI.PRIArray.Length; ++i )
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{
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if ( !WorldInfo.GRI.PRIArray[i].bBot &&
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(!KFGameInfo(WorldInfo.Game).bPartitionSpectators || WorldInfo.GRI.PRIArray[i].bOnlySpectator) )
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{
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KFPC.VoiceReceivers.AddItem(WorldInfo.GRI.PRIArray[i].UniqueId);
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if ( PlayerController(WorldInfo.GRI.PRIArray[i].Owner) != none )
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{
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PlayerController(WorldInfo.GRI.PRIArray[i].Owner).VoiceSenders.AddItem(UniqueId);
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}
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}
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}
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if ( KFPC.VoiceReceivers.Length <= 0 )
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{
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KFPC.VoiceReceivers.AddItem(UniqueId);
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}
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}
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reliable server function ServerNotifyStopVOIP()
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{
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local KFPlayerController KFPC;
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VOIPStatus = 0;
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VOIPStatusChanged(self, false);
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KFPC = KFPlayerController(Owner);
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if( KFPC != none )
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{
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KFPC.VoiceReceivers.Remove(0, KFPC.VoiceReceivers.Length);
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}
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foreach WorldInfo.AllControllers(class'KFPlayerController', KFPC)
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{
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while ( KFPC.VoiceSenders.Find('Uid', UniqueId.Uid) != INDEX_NONE )
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{
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KFPC.VoiceSenders.RemoveItem(UniqueId);
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}
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}
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}
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simulated function VOIPStatusChanged( PlayerReplicationInfo Talker, bool bIsTalking )
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{
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local KFPlayerController KFPC;
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local KFPlayerReplicationInfo TalkerKFPRI;
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local KFGFxHudWrapper MyGFxHUD;
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local OnlineSubsystem OSS;
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OSS = class'GameEngine'.static.GetOnlineSubsystem();
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foreach WorldInfo.LocalPlayerControllers(class'KFPlayerController', KFPC)
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{
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// BWJ - 10-4-16 - Exit out immediately if local player has a chat restriction
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if( OSS != None && OSS.HasChatRestriction( LocalPlayer(KFPC.Player).ControllerId ) )
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{
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return;
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}
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MyGFxHUD = KFGFxHudWrapper(KFPC.myHUD);
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TalkerKFPRI = KFPlayerReplicationInfo(Talker);
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if( TalkerKFPRI != none )
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{
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if( TalkerKFPRI.VOIPStatus == 6 && !KFPC.PlayerReplicationInfo.bOnlySpectator )
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{
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return;
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}
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}
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|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
/*********************************************************************************************
|
|
`* 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;
|
|
}
|