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//============================================================================= // DemoRecSpectator - spectator for demo recordings to replicate ClientMessages //============================================================================= class DemoRecSpectator extends MessagingSpectator; var PlayerPawn PlaybackActor; var GameReplicationInfo PlaybackGRI; function ClientMessage( coerce string S, optional name Type, optional bool bBeep ) { RepClientMessage( S, Type, bBeep ); } function TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep ) { RepTeamMessage( PRI, S, Type ); } function ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) { RepClientVoiceMessage(Sender, Recipient, messagetype, messageID); } function ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { RepReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); } //==== Called during demo playback ============================================ simulated function Tick(float Delta) { local PlayerPawn p; local GameReplicationInfo g; // find local playerpawn and attach. if(Level.NetMode == NM_Client) { if(PlaybackActor == None) { foreach AllActors(class'PlayerPawn', p) { if( p.Player.IsA('Viewport') ) { PlaybackActor = p; if(PlaybackGRI != None) PlaybackActor.GameReplicationInfo = PlaybackGRI; Log("Attached to player "$p); break; } } } if(PlaybackGRI == None) { foreach AllActors(class'GameReplicationInfo', g) { PlaybackGRI = g; if(PlaybackActor != None) PlaybackActor.GameReplicationInfo = PlaybackGRI; break; } } if(PlaybackActor != None && PlaybackGRI != None) Disable('Tick'); } else { Disable('Tick'); } } simulated function RepClientMessage( coerce string S, optional name Type, optional bool bBeep ) { if(PlaybackActor != None && PlaybackActor.Role == ROLE_Authority) PlaybackActor.ClientMessage( S, Type, bBeep ); } simulated function RepTeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type ) { if(PlaybackActor != None && PlaybackActor.Role == ROLE_Authority) PlaybackActor.TeamMessage( PRI, S, Type ); } simulated function RepClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) { if(PlaybackActor != None && PlaybackActor.Role == ROLE_Authority) PlaybackActor.ClientVoiceMessage(Sender, Recipient, messagetype, messageID); } simulated function RepReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { if(PlaybackActor != None && PlaybackActor.Role == ROLE_Authority) PlaybackActor.ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); } replication { reliable if ( bDemoRecording ) RepClientMessage, RepTeamMessage, RepClientVoiceMessage, RepReceiveLocalizedMessage; } defaultproperties { } |
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