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UE3:UTGameReplicationInfo instance functions (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo (instance functions)

Instance functions

AddGameRule

function AddGameRule (string Rule)


AddPRI

simulated function AddPRI (PlayerReplicationInfo PRI)

Overrides: GameReplicationInfo.AddPRI


AssignSinglePlayerCharacters

function AssignSinglePlayerCharacters (UTPlayerReplicationInfo PRI)

In a single player campaign, this function will be called to insure all of the players are properly assigned to a given team. It insure that the host of the game is assigned to Reaper, and then assigns the other players in order.

Parameters:

  • PRI - The PRI of the player to Assign a character for

CanChangeTeam

simulated function bool CanChangeTeam ()

Whether a player can change teams or not. Used by menus and such.

DisplayMOTD

simulated function DisplayMOTD ()

Displays the message of the day by finding a hud and passing off the call.

FindExistingMeshForFamily

simulated function UTPlayerReplicationInfo FindExistingMeshForFamily (string FamilyID, byte TeamNum, UTPlayerReplicationInfo CurrentPRI)

Util to find an existing custom mesh with the same race/sex/team

FinishCharMerge

simulated function SkeletalMesh FinishCharMerge (int StatusIndex)

Attempt to finish merging - returns SkeletalMesh when done.

FlagIsDown

simulated function bool FlagIsDown (int TeamIndex)


FlagIsHeldEnemy

simulated function bool FlagIsHeldEnemy (int TeamIndex)


FlagIsHeldFriendly

simulated function bool FlagIsHeldFriendly (int TeamIndex)


FlagIsHome

simulated function bool FlagIsHome (int TeamIndex)


FlagsAreHome

simulated function bool FlagsAreHome ()


IsNecrisTeam

simulated function bool IsNecrisTeam (byte TeamNum)

Returns:

whether the given team is Necris (used by e.g. vehicle factories to control whether they can activate for this team)

IsProcessingCharacterData

simulated function bool IsProcessingCharacterData ()

Returns:

whether we're still processing character data into meshes

MidGameMenuClosed

function simulated MidGameMenuClosed ()

Clean up

MidMenuMenu

simulated function bool MidMenuMenu (UTPlayerController UTPC, UTSimpleList List, int Index)


OpenUIScene

simulated function UIScene OpenUIScene (UTPlayerController InstigatorPC, UIScene Template)

wrapper for opening UI scenes

Parameters:

  • InstigatorPC - player to open it for
  • Template - the scene to open

PopulateMidGameMenu

simulated function PopulateMidGameMenu (UTSimpleMenu Menu)


PreventPause

simulated function bool PreventPause ()

Overrides: GameReplicationInfo.PreventPause

hook to allow the GRI to prevent pausing; used when it's performing asynch tasks that must be completed

ProcessCharacterData

simulated singular function ProcessCharacterData (UTPlayerReplicationInfo PRI, optional bool bTeamChange)

determines whether we should process the given player's character data into a mesh and if so, gets that started

Parameters:

  • PRI - the PlayerReplicationInfo that holds the data to process
  • bTeamChange - if this is the result of a team change

Note: this can be called multiple times for a given PRI if more info is received (e.g. Team)

ResetCharMerge

simulated function ResetCharMerge (int StatusIndex)

Reset merging on a character.

SendCharacterProcessingNotification

simulated function SendCharacterProcessingNotification (bool bNowProcessing)

called to notify all local players when character data processing is started/stopped

SetFlagDown

function SetFlagDown (int TeamIndex)


SetFlagHeldEnemy

function SetFlagHeldEnemy (int TeamIndex)


SetFlagHeldFriendly

function SetFlagHeldFriendly (int TeamIndex)


SetFlagHome

function SetFlagHome (int TeamIndex)


SetHudShowScores

simulated function SetHudShowScores (bool bShow)


ShowMidGameMenu

simulated function UTUIScene_MidGameMenu ShowMidGameMenu (UTPlayerController InstigatorPC, optional name TabTag, optional bool bEnableInput)

Open the mid-game menu

ShowScores

simulated function ShowScores (bool bShow, UTPlayerController Host, UTUIScene_Scoreboard Template)


SkipAllProcessing

simulated function bool SkipAllProcessing ()

Returns:

whether we should skip all character processing of any kind, even arms

StartProcessingCharacterData

simulated function StartProcessingCharacterData ()


TickCharacterMeshCreation

simulated function TickCharacterMeshCreation ()

called when character meshes are being processed to update it

ToggleViewingMap

function ToggleViewingMap (bool bIsViewing)