Core.Object | +--Engine.Actor | +--Engine.Info | +--Engine.ReplicationInfo | +--Engine.GameReplicationInfo
string
AdminEmail
AdminName
GameClass
GameName
int
GoalScore
MOTDLine1
MOTDLine2
MOTDLine3
MOTDLine4
Region
ElapsedTime,
RemainingMinute
float
SecondCount
ServerName
ShortName
TeamInfo
Teams[2]
TimeLimit
Actor
Winner
bool
bStopCountDown
bTeamGame
simulated
PostBeginPlay()
void
Reset()
/* Reset() reset actor to initial state - used when restarting level without reloading. */
Timer()
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 }