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//============================================================================= // NetworkTrigger: Relays triggering and resetting to client-side actors //============================================================================= // Should only be used by Level Designers when *really* necessary // (needs client-side triggering and/or resetting) //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class NetworkTrigger extends Actor placeable; 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(); DoClientReset(); 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) DoClientReset(); OldResetCount = ResetCount; bNotFirstCall = true; } simulated function DoClientReset() { local Actor A; ForEach AllActors(class'Actor', A, Event) A.Reset(); } simulated event Trigger( Actor Other, Pawn EventInstigator ) { if ( Level.NetMode != NM_Client ) { NetUpdateTime = Level.TimeSeconds - 1; TriggerCount++; } if ( Level.NetMode != NM_DedicatedServer ) TriggerEvent( Event, Other, EventInstigator ); } simulated function Reset() { if ( Level.NetMode != NM_Client ) { NetUpdateTime = Level.TimeSeconds - 1; ResetCount++; TriggerCount = 0; } super.Reset(); } defaultproperties { bHidden=Wahr bNoDelete=Wahr bAlwaysRelevant=Wahr bReplicateMovement=Falsch bSkipActorPropertyReplication=Wahr bOnlyDirtyReplication=Wahr NetUpdateFrequency=0.100000 bNetNotify=Wahr } |
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