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UE3:PlayerReplicationInfo (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo
Package: 
Engine
Direct subclass:
UTPlayerReplicationInfo
This class in other games:
RTNP, U1, UT, U2XMP, UT2003, UE2Runtime, U2, UT2004, UDK

PlayerReplicationInfo. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties

bAdmin

Type: bool

Modifiers: databinding

Player logged in as Administrator

bBot

Type: bool

Modifiers: databinding


bControllerVibrationAllowed

Type: bool

This determines whether the user has turned on or off their Controller Vibration *

Default value: True

bFromPreviousLevel

Type: bool

indicates this is a PRI from the previous level of a seamless travel, waiting for the player to finish the transition before creating a new one this is used to avoid preserving the PRI in the InactivePRIArray if the player leaves

bFromPreviousLevel_Replicated

Type: bool

Modifiers: repnotify

Hack: patch compatibility hack - can't add replication to bFromPreviousLevel

bHasBeenWelcomed

Type: bool

Modifiers: databinding

client side flag - whether this player has been welcomed or not

bHasFlag

Type: bool

Modifiers: databinding


bIsFemale

Type: bool

Modifiers: databinding


bIsInactive

Type: bool

Modifiers: repnotify

Means this PRI came from the GameInfo's InactivePRIArray

bIsSpectator

Type: bool

Modifiers: databinding


bOnlySpectator

Type: bool

Modifiers: databinding


bOutOfLives

Type: bool

Modifiers: databinding


bReadyToPlay

Type: bool

Modifiers: databinding


bWaitingPlayer

Type: bool

Modifiers: databinding


Deaths

Type: float

Modifiers: databinding

Number of player's deaths.

ExactPing

Type: float


FriendFollowedId

Type: OnlineSubsystem.UniqueNetId

ID of the friend you followed into the game, if applicable *

GameMessageClass

Type: class<GameMessage>


Default value: Class'Engine.GameMessage'

Kills

Type: int

Modifiers: databinding

not replicated

NumberOfMatchesPlayed

Type: int

Number of matches played (maybe remove this before shipping) This is really useful for doing soak testing and such to see how long you lasted! NOTE: This is not replicated out to clients atm. *

NumLives

Type: int

Modifiers: databinding


OldName

Type: string


PacketLoss

Type: byte


Ping

Type: byte


PlayerAlias

Type: string

Modifiers: databinding, repnotify

The Player's current alias or blank if we are using the Player Name

PlayerID

Type: int

Unique id number.

PlayerLocationHint

Type: Actor


PlayerName

Type: string

Modifiers: databinding, repnotify

Player name, or blank if none.

PlayerRanking

Type: int

Modifiers: databinding

Player ranking, 1000 is default

SavedNetworkAddress

Type: string


Score

Type: float

Modifiers: databinding

Player's current score.

StartTime

Type: int


StringDead

Type: string

Modifiers: localized


Default value: "Dead"

StringSpectating

Type: string

Modifiers: localized


Default value: "Spectating"

StringUnknown

Type: string

Modifiers: localized


Default value: "Unknown"

Team

Type: TeamInfo

Modifiers: repnotify

Player Team

TeamID

Type: int

Player position in team.

UniqueId

Type: OnlineSubsystem.UniqueNetId

Modifiers: repnotify

The id used by the network to uniquely identify a player. NOTE: this property should *never* be exposed to the player as it's transient and opaque in meaning (ie it might mean date/time followed by something else)

Default values

Property Value
NetUpdateFrequency 1.0
TickGroup TG_DuringAsyncWork

Functions

Native functions

AreUniqueNetIdsEqual

native final function bool AreUniqueNetIdsEqual (PlayerReplicationInfo OtherPRI)


GetPlayerAlias

native function string GetPlayerAlias ()

Returns the alias to use for this player. If PlayerAlias is blank, then the player name is returned.

GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


UpdatePing

final native function UpdatePing (float TimeStamp)


Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset

event Reset ()

Overrides: Actor.Reset


SetPlayerName

event SetPlayerName (string S)


Timer

event Timer ()

Overrides: Actor.Timer


Other instance functions

BindPlayerOwnerDataProvider

simulated function BindPlayerOwnerDataProvider ()

Finds the PlayerDataProvider that was registered with the CurrentGame data store for this PRI and links it to the owning player's PlayerOwner data store.

ClientInitialize

simulated function ClientInitialize (Controller C)


CopyProperties

function CopyProperties (PlayerReplicationInfo PRI)


DisplayDebug

simulated function DisplayDebug (HUD HUD, out float YL, out float YPos)

Overrides: Actor.DisplayDebug

(Description copied from Actor.DisplayDebug)
list important Actor variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used

Parameters:

  • HUD - HUD with canvas to draw on
  • out_YL - Height of the current font
  • out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

Duplicate

function PlayerReplicationInfo Duplicate ()


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetLocationName

simulated function string GetLocationName ()


IsInvalidName

simulated function bool IsInvalidName ()

Validates that the new name matches the profile if the player is logged in

Returns:

TRUE if the name doesn't match, FALSE otherwise

IsLocalPlayerPRI

simulated function bool IsLocalPlayerPRI ()

Utility for seeing if this PRI is for a locally controller player.

OverrideWith

function OverrideWith (PlayerReplicationInfo PRI)


SeamlessTravelTo

function SeamlessTravelTo (PlayerReplicationInfo NewPRI)

called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist

SetPlayerAlias

function SetPlayerAlias (string NewAlias)


SetWaitingPlayer

function SetWaitingPlayer (bool B)


ShouldBroadCastWelcomeMessage

simulated function bool ShouldBroadCastWelcomeMessage ()

Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game

UpdatePlayerLocation

function UpdatePlayerLocation ()