PlayerReplicationInfo (UT)
This class is responsible for replicating information about a player to all clients in a network game.
You'll find PRI as short version of PlayerReplicationInfo in the names of many variables and functions that deal with PlayerReplicationInfos.
See PlayerReplicationInfo for the UT2003 version of this class.
Properties
All properties are replicated unless the description tells something different.
- string PlayerName
- Player name, or blank if none.
- string OldName
- Temporary value.
- int PlayerID
- Unique id number.
- string TeamName
- Team name, or blank if none.
- byte Team
- The player's team. (0 = red, 1 = blue, 2 = green, 3 = gold, 255 = none)
- int TeamID
- Player position in team.
- float Score
- The player's current score.
- float Deaths
- How often the player died.
- class<VoicePack?> VoiceType
- The voice pack used by the player.
- Decoration (UT) HasFlag
- Any kind of decorative actor, e.g. the flags in CTF or the ball in Frag*Ball, currently held by the player.
- int Ping
- The players ping as detected by the server.
- byte PacketLoss
- bool bIsFemale
- The player is female.
- bool bIsABot
- The player is a Bot (UT).
- bool bFeigningDeath
- The player currently feighs death.
- bool bIsSpectator
- The player just spectates.
- bool bWaitingPlayer
- bool bAdmin
- The player is logged in as an admin.
- Texture TalkTexture
- ZoneInfo (UT) PlayerZone
- The zone the player currently is in.
- LocationID PlayerLocation
- A more detailed description of the player's location within a big zone.
- int StartTime
- int TimeAcc
- (not replicated)
Mychaeel: On an admittedly futile note, I wish Epic had provided a means to chain PlayerReplicationInfo with custom ReplicationInfo subclasses via a linked list... that would save so much trouble when dealing with custom replicated information. (Even subclassing PlayerReplicationInfo or BotReplicationInfo and replacing the normal one by means of modifying Pawn (UT).PlayerReplicationInfoClass or anything else is a rather cumbersome hack on most cases.)
Wormbo: They could have created linked lists in many places like e.g. Weapon (UT) affectors, but they also missed something important like the HUD (UT) mutator chain and now we have to mess around with those relics-compatible HUD mutators...