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//============================================================================= // GameReplicationInfo. //============================================================================= class GameReplicationInfo extends ReplicationInfo native nativereplication; var string GameName; // Assigned by GameInfo. var string GameClass; // Assigned by GameInfo. var bool bTeamGame; // Assigned by GameInfo. var bool bClassicDeathMessages; var bool bStopCountDown; var int RemainingTime, ElapsedTime, RemainingMinute; var float SecondCount; var int NumPlayers; var int SumFrags; var float UpdateTimer; var() globalconfig string ServerName; // Name of the server, i.e.: Bob's Server. var() globalconfig string ShortName; // Abbreviated name of server, i.e.: B's Serv (stupid example) var() globalconfig string AdminName; // Name of the server admin. var() globalconfig string AdminEmail; // Email address of the server admin. var() globalconfig int Region; // Region of the game server. var() globalconfig string MOTDLine1; // Message var() globalconfig string MOTDLine2; // Of var() globalconfig string MOTDLine3; // The var() globalconfig string MOTDLine4; // Day var string GameEndedComments; // set by gameinfo when game ends var PlayerReplicationInfo PRIArray[32]; replication { // DEUS_EX CNN - fixed to match the CPP optimized rep list in UnActor.cpp reliable if ( Role == ROLE_Authority ) GameName, GameClass, bTeamGame, ServerName, ShortName, AdminName, AdminEmail, Region, MOTDLine1, MOTDLine2, MOTDLine3, MOTDLine4, RemainingMinute, NumPlayers, bStopCountDown, GameEndedComments; reliable if ( bNetInitial && (Role==ROLE_Authority) ) RemainingTime, ElapsedTime; } simulated function PostBeginPlay() { if( Level.NetMode == NM_Client ) { // clear variables so we don't display our own values if the server has them left blank ServerName = ""; AdminName = ""; AdminEmail = ""; MOTDLine1 = ""; MOTDLine2 = ""; MOTDLine3 = ""; MOTDLine4 = ""; } SecondCount = Level.TimeSeconds; SetTimer(0.2, true); } simulated function Timer() { local PlayerReplicationInfo PRI; local int i, FragAcc; if ( Level.NetMode == NM_Client ) { if (Level.TimeSeconds - SecondCount >= Level.TimeDilation) { ElapsedTime++; if ( RemainingMinute != 0 ) { RemainingTime = RemainingMinute; RemainingMinute = 0; } if ( (RemainingTime > 0) && !bStopCountDown ) RemainingTime--; SecondCount += Level.TimeDilation; } } for (i=0; i<32; i++) PRIArray[i] = None; i=0; foreach AllActors(class'PlayerReplicationInfo', PRI) { PRIArray[i++] = PRI; } // Update various information. UpdateTimer = 0; for (i=0; i<32; i++) if (PRIArray[i] != None) FragAcc += PRIArray[i].Score; SumFrags = FragAcc; if ( Level.Game != None ) NumPlayers = Level.Game.NumPlayers; } defaultproperties { bStopCountDown=True RemoteRole=ROLE_SimulatedProxy NetUpdateFrequency=4.000000 } |
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