UE3:UTVoteReplicationInfo (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> UTVoteReplicationInfo
Package:
UTGame

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Collector

Type: UTVoteCollector

Cached reference to our collector

dummy

Type: int


LastSendIndex

Type: int


LeadingMap

Type: string


MapCount

Type: int

How many maps are we expecting

Maps

Type: array<UTVoteCollector.MapVoteInfo>

Our local view of the map data

MyCurrnetVoteID

Type: int


Default value: -1

OldOwner

Type: Actor

Used to detect the setting of the owner without RepNotifing Owner

SendIndex

Type: int


Default values

Functions

Native functions

GetMapIndex

native function int GetMapIndex (int MapID)


Events

ClientHasOwner

simulated event ClientHasOwner ()

Called when the client receives his owner. Let the server know it can begin sending maps

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions

ClientBeginVoting

simulated reliable client function ClientBeginVoting ()


ClientInitTransfer

simulated reliable client function ClientInitTransfer (int TotalMapCount)


ClientRecvMapInfo

simulated reliable client function ClientRecvMapInfo (UTVoteCollector.MapVoteInfo VInfo)

We have received a map from the server. Add it

ClientRecvMapUpdate

simulated reliable client function ClientRecvMapUpdate (int MapId, byte VoteCntUpdate)


ClientTimesUp

simulated reliable client function ClientTimesUp ()


Initialize

function Initialize (UTVoteCollector NewCollector)


ServerAckTransfer

reliable server function ServerAckTransfer ()


ServerClientIsReady

reliable server function ServerClientIsReady ()


ServerRecordVoteFor

reliable server function ServerRecordVoteFor (int MapIdToVoteFor)


States

ReplicatingToClient

Replicate the votes to the client. We send 1 vote at a time and wait for a response.

ReplicatingToClient.BeginState

event BeginState (name PrevStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

ReplicatingToClient.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)

TODO - Probably better to use a timer here

ReplicatingToClient.ServerAckTransfer

reliable server function ServerAckTransfer ()

Overrides: ServerAckTransfer (global)


Voting

Voting.BeginState

event BeginState (name PrevStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).