Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:ONSPlayerReplicationInfo (UT2004)

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Package: 
Onslaught

null

Properties[edit]

bPendingMapDisplay[edit]

Type: bool


LinkDesignerClass[edit]

Type: string

Modifiers: globalconfig

class of Link Designer menu

Default value: "GUI2K4.UT2K4OnslaughtPowerLinkDesigner"

PendingHealBonus[edit]

Type: float

node healing score bonus that hasn't yet been added to Score

ShowMapOnDeath[edit]

Type: EMapPreference

Modifiers: globalconfig


Default value: MAP_WhenBodyStill

StartCore[edit]

Type: ONSPowerCore

always try to spawn player here. None means auto-select, value ignored if TemporaryStartCore != None

TemporaryStartCore[edit]

Type: ONSPowerCore

next time player respawns try to put him here (then this value is cleared)

TransMaterials[edit]

Type: Material

Array size: 2


Default value, index 0: Material'PlayerTransRed'

Default value, index 1: Material'PlayerTrans'

Enums[edit]

EMapPreference[edit]

MAP_Never 
MAP_WhenBodyStill 
MAP_Immediately 

Delegates[edit]

OnReceiveLink[edit]

delegate OnReceiveLink (ONSPowerCore A, ONSPowerCore B)


OnRemoveLink[edit]

delegate OnRemoveLink (ONSPowerCore A, ONSPowerCore B)


ProcessSetupName[edit]

delegate ProcessSetupName (string SetupName)


RemoveSetupName[edit]

delegate RemoveSetupName (string SetupName)


ResetLinks[edit]

delegate ResetLinks ()


SetCurrentSetup[edit]

delegate SetCurrentSetup (string SetupName)


UpdateGUIMapLists[edit]

delegate UpdateGUIMapLists ()


Functions[edit]

Events[edit]

Timer[edit]

simulated event Timer ()

Overrides: PlayerReplicationInfo.Timer


Other instance functions[edit]

AddHealBonus[edit]

function AddHealBonus (float Bonus)


ClientPrepareToReceivePowerLinks[edit]

simulated function ClientPrepareToReceivePowerLinks ()


ClientReceiveCurrentSetup[edit]

simulated function ClientReceiveCurrentSetup (string SetupName)


ClientReceivePowerLink[edit]

simulated function ClientReceivePowerLink (ONSPowerCore From, ONSPowerCore To)


ClientReceiveSetupName[edit]

simulated function ClientReceiveSetupName (string SetupName)


ClientRemovePowerLink[edit]

simulated function ClientRemovePowerLink (ONSPowerCore From, ONSPowerCore To)


ClientRemoveSetupName[edit]

simulated function ClientRemoveSetupName (string SetupName)


ClientShowMap[edit]

simulated function ClientShowMap ()


DoTeleport[edit]

function bool DoTeleport ()


GetCurrentNode[edit]

simulated function ONSPowerCore GetCurrentNode ()


OwnerDied[edit]

function OwnerDied ()


RequestLinkDesigner[edit]

function RequestLinkDesigner ()


Reset[edit]

function Reset ()

Overrides: PlayerReplicationInfo.Reset


ServerClearPowerLinks[edit]

function ServerClearPowerLinks ()


ServerDeletePowerLinkSetup[edit]

function ServerDeletePowerLinkSetup (string SetupName)


ServerReceivePowerLink[edit]

function ServerReceivePowerLink (ONSPowerCore From, ONSPowerCore To)


ServerRemovePowerLink[edit]

function ServerRemovePowerLink (ONSPowerCore From, ONSPowerCore To)


ServerSavePowerLinkSetup[edit]

function ServerSavePowerLinkSetup (string SetupName)


ServerSendPowerLinks[edit]

function ServerSendPowerLinks ()


ServerSendSetupNames[edit]

function ServerSendSetupNames ()


ServerSetPowerLinkSetup[edit]

function ServerSetPowerLinkSetup (string SetupName)


SetStartCore[edit]

function SetStartCore (ONSPowerCore Core, bool bTemporary)


TeleportTo[edit]

function TeleportTo (ONSPowerCore Core)