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UnrealGame.NetworkEmitter


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//=============================================================================
// NetworkEmitter: Relays triggering and resetting to client-side emitters
//=============================================================================
// Should only be used by Level Designers when *really* necessary
// (needs client-side triggering and/or resetting)
// Gameplay spawned FX should *NOT* use this.
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================

class NetworkEmitter extends Emitter;

var byte    TriggerCount, OldTriggerCount;  // triggering history since last reset
var byte    ResetCount, OldResetCount;
var bool    bNotFirstCall;

replication
{
    unreliable if ( Role == ROLE_Authority && bNetDirty )
        TriggerCount, ResetCount;
}

simulated function PostNetBeginPlay()
{
    super.PostNetBeginPlay();
    
    Reset();
    UpdateTriggerCount();
    OldResetCount = ResetCount;
}

/* keeps track of triggering history, client will perform the exact sequence when joining a game */
simulated function UpdateTriggerCount()
{
    local int i;

    if ( TriggerCount > OldTriggerCount )
        for (i=OldTriggerCount; i<TriggerCount; i++)
            Trigger(None, None);

    OldTriggerCount = TriggerCount;
}

simulated event PostNetReceive()
{ 
    super.PostNetReceive();
    
    UpdateTriggerCount();
    if ( bNotFirstCall && ResetCount > OldResetCount ) // ignore Initial reset replicated value (for players joining during game)
        Reset();
    OldResetCount = ResetCount;
    bNotFirstCall = true;
}

simulated event Trigger( Actor Other, Pawn EventInstigator )
{
    local int i;

    if ( Level.NetMode != NM_Client )
    {
        NetUpdateTime = Level.TimeSeconds - 1;
        TriggerCount++;
    }

    if ( Level.NetMode != NM_DedicatedServer )
    {
        for( i=0; i<Emitters.Length; i++ )
            if ( Emitters[i] != None )
                Emitters[i].Trigger();
    }
}


simulated function Reset()
{
    if ( Level.NetMode != NM_Client )
    {
        NetUpdateTime = Level.TimeSeconds - 1;
        ResetCount++;
        TriggerCount = 0;
    }

    super.Reset();  
}

defaultproperties
{
     bAlwaysRelevant=Wahr
     bReplicateMovement=Falsch
     bSkipActorPropertyReplication=Wahr
     bOnlyDirtyReplication=Wahr
     RemoteRole=ROLE_DumbProxy
     NetUpdateFrequency=0.100000
     bNetNotify=Wahr
}

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Class file time: Fr 30.3.2007 08:43:40.000 - Creation time: Mo 16.4.2007 11:20:50.484 - Created with UnCodeX