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/* This replicates the replacement of the combo to the clients. Bad bad bad bad * bad things happen if this doesn't do its job. While some ideas for this * came from the NoInvis code, it turns out that code from UT2004RPG provided * better clues and easier to understand routines to get stuff to the client. */ class BotsCombosReplication extends ReplicationInfo; var MutBotsCombos BCMut; var bool Initialized; replication { reliable if (Role == ROLE_Authority) ClientReceiveCombos; } function Initialize() { local int x; if(!Initialized) { if(BCMut != None) { for (x = 0; x < ArrayCount(BCMut.newComboString); x++) { if(BCMut.newComboString[x] != "" || BCMut.newComboClass[x] != None) { ClientReceiveCombos(x, BCMut.newComboString[x], BCMut.newComboClass[x]); }else { ClientReceiveCombos(x, "", None); } } Initialized = True; } } } simulated function ClientReceiveCombos(int index, string newComboString, class<Combo> newComboClass) { local xPlayer p; p = xPlayer(Level.GetLocalPlayerController()); if(p != None) { p.ComboNameList[index] = newComboString; p.ComboList[index] = newComboClass; if(newComboString != "") { p.ClientReceiveCombo(newComboString); } } } defaultproperties { bGameRelevant=True bReplicateInstigator=True } |
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