## Engine
Class GameReplicationInfo

source: C:\XIII\Engine\Classes\GameReplicationInfo.uc

    Core.Object
       |
       +--Engine.Actor
          |
          +--Engine.Info
             |
             +--Engine.ReplicationInfo
                |
                +--Engine.GameReplicationInfo

Direct Known Subclasses:XIIIGameReplicationInfo

class GameReplicationInfo
extends Engine.ReplicationInfo

    //=============================================================================
    // GameReplicationInfo.
    //=============================================================================

Variables
`string` | `AdminEmail` Email address of the server admin.
`string` | `AdminName` Name of the server admin.
`string` | `GameClass` Assigned by GameInfo.
`string` | `GameName` Assigned by GameInfo.
`int` | `GoalScore` Assigned by GameInfo.
`string` | `MOTDLine1` Message
`string` | `MOTDLine2` Of
`string` | `MOTDLine3` The
`string` | `MOTDLine4` Day
`int` | `Region` Region of the game server.
`ElapsedTime,` | `RemainingMinute` Assigned by GameInfo.
`float` | `SecondCount` Assigned by GameInfo.
`string` | `ServerName` Name of the server, i.e.: Bob's Server.
`string` | `ShortName` Abbreviated name of server, i.e.: B's Serv (stupid example)
`TeamInfo` | `Teams[2]` Assigned by GameInfo.
`int` | `TimeLimit` Assigned by GameInfo.
`Actor` | `Winner` set by gameinfo when game ends
`bool` | `bStopCountDown` Assigned by GameInfo.
`bool` | `bTeamGame` Assigned by GameInfo.

Function Summary
`simulated` | `PostBeginPlay()`
`void` | `Reset()`
    /* Reset()
    reset actor to initial state - used when restarting level without reloading.
    */
`simulated` | `Timer()`

Source Code

    00001	//=============================================================================
    00002	// GameReplicationInfo.
    00003	//=============================================================================
    00004	class GameReplicationInfo extends ReplicationInfo
    00005		native nativereplication;
    00006
    00007	var string GameName;						// Assigned by GameInfo.
    00008	var string GameClass;						// Assigned by GameInfo.
    00009	var bool bTeamGame;							// Assigned by GameInfo.
    00010	var bool bStopCountDown;
    00011	var int  RemainingTime, ElapsedTime, RemainingMinute;
    00012	var float SecondCount;
    00013	var int GoalScore;
    00014	var int TimeLimit;
    00015
    00016	var TeamInfo Teams[2];
    00017
    00018	var() globalconfig string ServerName;		// Name of the server, i.e.: Bob's Server.
    00019	var() globalconfig string ShortName;		// Abbreviated name of server, i.e.: B's Serv (stupid example)
    00020	var() globalconfig string AdminName;		// Name of the server admin.
    00021	var() globalconfig string AdminEmail;		// Email address of the server admin.
    00022	var() globalconfig int 		 Region;		// Region of the game server.
    00023
    00024	var() globalconfig string MOTDLine1;		// Message
    00025	var() globalconfig string MOTDLine2;		// Of
    00026	var() globalconfig string MOTDLine3;		// The
    00027	var() globalconfig string MOTDLine4;		// Day
    00028
    00029	var Actor Winner;			// set by gameinfo when game ends
    00030
    00031	replication
    00032	{
    00033		reliable if ( bNetDirty && (Role == ROLE_Authority) )
    00034			RemainingMinute, bStopCountDown, Winner,Teams;
    00035
    00036		reliable if ( bNetInitial && (Role==ROLE_Authority) )
    00037			GameName, GameClass, bTeamGame,
    00038			RemainingTime, ElapsedTime,MOTDLine1, MOTDLine2,
    00039			MOTDLine3, MOTDLine4, ServerName, ShortName, AdminName,
    00040			AdminEmail, Region, GoalScore, TimeLimit;
    00041	}
    00042
    00043	simulated function PostBeginPlay()
    00044	{
    00045		if( Level.NetMode == NM_Client )
    00046		{
    00047			// clear variables so we don't display our own values if the server has them left blank
    00048			ServerName = "";
    00049			AdminName = "";
    00050			AdminEmail = "";
    00051			MOTDLine1 = "";
    00052			MOTDLine2 = "";
    00053			MOTDLine3 = "";
    00054			MOTDLine4 = "";
    00055		}
    00056
    00057		SecondCount = Level.TimeSeconds;
    00058		SetTimer(1, true);
    00059	}
    00060
    00061	/* Reset()
    00062	reset actor to initial state - used when restarting level without reloading.
    00063	*/
    00064	function Reset()
    00065	{
    00066		Super.Reset();
    00067		Winner = None;
    00068	}
    00069
    00070	simulated function Timer()
    00071	{
    00072		local PlayerReplicationInfo PRI;
    00073		local int i;
    00074
    00075		if ( Level.NetMode == NM_Client )
    00076		{
    00077			if (Level.TimeSeconds - SecondCount >= Level.TimeDilation)
    00078			{
    00079				ElapsedTime++;
    00080				if ( RemainingMinute != 0 )
    00081				{
    00082					RemainingTime = RemainingMinute;
    00083					RemainingMinute = 0;
    00084				}
    00085				if ( (RemainingTime > 0) && !bStopCountDown )
    00086					RemainingTime--;
    00087				SecondCount += Level.TimeDilation;
    00088			}
    00089		}
    00090	}
    00091
    00092	defaultproperties
    00093	{
    00094	     bStopCountDown=True
    00095	     ServerName="Another Warfare Server"
    00096	     ShortName="Warfare Server"
    00097	     RemoteRole=ROLE_SimulatedProxy
    00098	}

End Source Code