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UTGame.UTGameReplicationInfo

Extends
GameReplicationInfo
Modifiers
config ( Game )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.ReplicationInfo
         |   
         +-- Engine.GameReplicationInfo
            |   
            +-- UTGame.UTGameReplicationInfo

Variables Summary
boolbAllowKeyboardAndMouse
boolbAnnouncementsDisabled
boolbConsoleServer
boolbForceDefaultCharacter
intBotDifficulty
boolbRequireReady
boolbStoryMode
boolbWarmupRound
EFlagStateFlagState[2]
intMinNetPlayers
stringMutatorList
stringRulesString
array<MeshEffect>VehicleWeaponEffects
floatWeaponBerserk
array<MaterialInterface>WeaponOverlays
UTGameReplicationInfo
stringMessageOfTheDay
Inherited Variables from Engine.GameReplicationInfo
bMatchHasBegun, bMatchIsOver, bStopCountDown, ElapsedTime, GameClass, GoalScore, InactivePRIArray, PRIArray, RemainingMinute, RemainingTime, ServerName, Teams, TimeLimit, Winner

Enumerations Summary
EFlagState
FLAG_Home, FLAG_HeldFriendly, FLAG_HeldEnemy, FLAG_Down,

Structures Summary
MeshEffect
Mesh, Material

Functions Summary
function AddGameRule (string Rule))
function CharacterProcessingComplete ()))
functionbool FlagIsDown (int TeamIndex))
functionbool FlagIsHeldEnemy (int TeamIndex))
functionbool FlagIsHeldFriendly (int TeamIndex))
functionbool FlagIsHome (int TeamIndex))
functionbool FlagsAreHome ()))
functionbool InOrder (PlayerReplicationInfo P1, PlayerReplicationInfo P2 ))
function PostBeginPlay ()))
function SetFlagDown (int TeamIndex))
function SetFlagHeldEnemy (int TeamIndex))
function SetFlagHeldFriendly (int TeamIndex))
function SetFlagHome (int TeamIndex))
function SetHudShowScores (bool bShow))
function ShowMidGameMenu (UTPlayerController InstigatorPC, optional name TabTag, ptional bool bEnableInput))
function SortPRIArray ()))
function Timer ()))
Inherited Functions from Engine.GameReplicationInfo
AddPRI, EndGame, IsCoopMultiplayerGame, IsMultiplayerGame, OnSameTeam, PostBeginPlay, ReceivedGameClass, RemovePRI, ReplicatedEvent, Reset, SetTeam, ShouldShowGore, StartMatch, Timer


Variables Detail

bAllowKeyboardAndMouse Source code

var bool bAllowKeyboardAndMouse;
Which input types are allowed for this game

bAnnouncementsDisabled Source code

var bool bAnnouncementsDisabled;
set by level Kismet to disable announcements during tutorials/cinematics/etc

bConsoleServer Source code

var bool bConsoleServer;
whether the server is a console so we need to make adjustments to sync up

bForceDefaultCharacter Source code

var globalconfig bool bForceDefaultCharacter;
forces other players to be viewed on this machine with the default character

BotDifficulty Source code

var int BotDifficulty;

bRequireReady Source code

var bool bRequireReady;

bStoryMode Source code

var bool bStoryMode;
If this is set, the game is running in story mode

bWarmupRound Source code

var bool bWarmupRound;

FlagState[2] Source code

var EFlagState FlagState[2];

MinNetPlayers Source code

var int MinNetPlayers;

MutatorList Source code

var string MutatorList;

RulesString Source code

var string RulesString;

VehicleWeaponEffects Source code

var array<MeshEffect> VehicleWeaponEffects;

WeaponBerserk Source code

var float WeaponBerserk;

WeaponOverlays Source code

var array<MaterialInterface> WeaponOverlays;
weapon overlays that are available in this map - figured out in PostBeginPlay() from UTPowerupPickupFactories in the level each entry in the array represents a bit in UTPawn's WeaponOverlayFlags property @see UTWeapon::SetWeaponOverlayFlags() for how this is used

UTGameReplicationInfo

MessageOfTheDay Source code

var(UTGameReplicationInfo) globalconfig string MessageOfTheDay;
Message of the Day


Enumerations Detail

EFlagState Source code

enum EFlagState
{
FLAG_Home, FLAG_HeldFriendly, FLAG_HeldEnemy, FLAG_Down,
};


Structures Detail

MeshEffect Source code

struct MeshEffect
{
var MaterialInterface Material;
var StaticMesh Mesh;
};
vehicle weapon effects available in this map - works exactly like WeaponOverlays, except these are meshes that get attached to the vehicle mesh when the corresponding bit is set on the driver's WeaponOverlayFlags
Material:
material for the effect
Mesh:
mesh for the effect


Functions Detail

AddGameRule Source code

function AddGameRule ( string Rule) )

CharacterProcessingComplete Source code

simulated function CharacterProcessingComplete ( ) )

FlagIsDown Source code

simulated function bool FlagIsDown ( int TeamIndex) )

FlagIsHeldEnemy Source code

simulated function bool FlagIsHeldEnemy ( int TeamIndex) )

FlagIsHeldFriendly Source code

simulated function bool FlagIsHeldFriendly ( int TeamIndex) )

FlagIsHome Source code

simulated function bool FlagIsHome ( int TeamIndex) )

FlagsAreHome Source code

simulated function bool FlagsAreHome ( ) )

InOrder Source code

simulated function bool InOrder ( PlayerReplicationInfo P1, PlayerReplicationInfo P2 ) )
returns true if P1 should be sorted before P2

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

SetFlagDown Source code

function SetFlagDown ( int TeamIndex) )

SetFlagHeldEnemy Source code

function SetFlagHeldEnemy ( int TeamIndex) )

SetFlagHeldFriendly Source code

function SetFlagHeldFriendly ( int TeamIndex) )

SetFlagHome Source code

function SetFlagHome ( int TeamIndex) )

SetHudShowScores Source code

simulated function SetHudShowScores ( bool bShow) )

ShowMidGameMenu Source code

simulated function ShowMidGameMenu ( UTPlayerController InstigatorPC, optional name TabTag,optional bool bEnableInput) )
Open the mid-game menu

SortPRIArray Source code

simulated function SortPRIArray ( ) )
Sort the PRI Array based on InOrder() prioritization

Timer Source code

simulated function Timer ( ) )


Defaultproperties

defaultproperties
{
	WeaponBerserk=+1.0
	BotDifficulty=-1
	FlagState[0]=FLAG_Home
	FlagState[1]=FLAG_Home
	TickGroup=TG_PreAsyncWork
}

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Creation time: ti 22-3-2011 19:56:59.994 - Created with UnCodeX