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//============================================================================= // ASPlayerReplicationInfo //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class ASPlayerReplicationInfo extends xPlayerReplicationInfo; var byte DisabledObjectivesCount; var byte DisabledFinalObjective; var byte DestroyedVehicles; var float TrophiesXOffset; // for drawing tropheys on scoreboard var String PawnOverrideClass; var bool bAutoRespawn; // for reinforcements var bool bTeleportToSpawnArea; // Player can teleport to new spawn area var int TeleportTime; // countdown until valid replication { reliable if ( bNetDirty && Role == ROLE_Authority ) DisabledObjectivesCount, DisabledFinalObjective, bAutoRespawn, bTeleportToSpawnArea, TeleportTime, DestroyedVehicles; } function Timer() { local NavigationPoint NP; local Controller C; local GameObjective GO; super.Timer(); if ( bBot && bTeleportToSpawnArea && TeleportTime != Level.TimeSeconds ) { C = Controller(Owner); GO = ASGameInfo(Level.Game).GetCurrentObjective(); if ( GO == None || !CanBotTeleport( C ) ) { bTeleportToSpawnArea = false; return; } // Only Teleport if far from new Spawn Area NP = Level.Game.FindPlayerStart( C, C.GetTeamNum() ); // Check if worth respawning if ( VSize(GO.Location - C.Pawn.Location) > VSize(GO.Location - NP.Location) + 1024 ) ASGameInfo(Level.Game).TeleportPlayerToSpawn( C ); else { bTeleportToSpawnArea = false; } } } function bool CanBotTeleport( Controller C ) { local Vehicle V; if ( C.Pawn == None ) return false; // Don't exit if in a vehicle, except turrets if ( Vehicle(C.Pawn) != None ) { V = Vehicle(C.Pawn); if ( V.IndependentVehicle() && !V.bStationary ) return false; if ( !V.IndependentVehicle() && !V.GetVehicleBase().bStationary ) return false; } return true; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { PawnOverrideClass = ""; HasFlag = None; bReadyToPlay = false; NumLives = 0; bOutOfLives = false; bTeleportToSpawnArea = false; } defaultproperties { } |
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