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