Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
User:OlympusMons/UTInfo Weapon
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Code
Contents |
- Package:
- MutatorFramework
- No known subclasses.
Functions
GetWeapProps
reliable server function GetWeapProps (UTWeapon W)
GetWeapProps
reliable client function SetWeapProps (UTWeapon W)
PostBeginPlay
simulated event PostBeginPlay ()
SetPropsTimer
function SetPropsTimer ()
Source
//=================================================== // Class: UTInfo_Weapon // Creation date: 13/12/2008 18:00 // Last updated: 23/12/2008 00:28 // Contributors: OlympusMons(/d!b\) //--------------------------------------------------- //This class gets attached to the weapon and makes adjustments. //=================================================== class UTInfo_Weapon extends UTInfo; var array<class<UTWeapon> > cUseforWeaps; /** Weapon class so we can check owner is right type and set vars */ var UTWeapon Weap; /** Gets the times from the weapons and sets them to the replicated variables */ reliable server function GetWeapProps(UTWeapon W); /** Sets the clients weapon to use the replicated variables */ reliable client function SetWeapProps(UTWeapon W); /** Make sure we have an owner and its the right type before moving on */ simulated event PostBeginPlay(){ local int i; if(Owner == None) Destroy(); Weap = UTWeapon(Owner); if(Weap != None) { for (i==0;i<cUseforWeapon.length;i++) if(W.IsA(cUseforWeaps()){ if (WorldInfo.NetMode != NM_Client) GetWeapProps(Weap); SetTimer(0.01, false, 'SetPropsTimer'); }else Destroy(); }else Destroy(); } function SetPropsTimer(){ SetWeapProps(Weap); } defaultproperties { RemoteRole=ROLE_SimulatedProxy bAlwaysRelevant=True }
