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//============================================================================= // ROBroadcastHandler //============================================================================= // Handles live and dead players //============================================================================= // Red Orchestra Source // Copyright (C) 2003-2004 Erik Christensen //============================================================================= class ROBroadcastHandler extends BroadcastHandler; //============================================================================= // Functions //============================================================================= //----------------------------------------------------------------------------- // AllowsBroadcast //----------------------------------------------------------------------------- function bool AllowsBroadcast(actor broadcaster, int Len) { if (Len == 0) return false; return Super.AllowsBroadcast(broadcaster, Len); } /* Broadcast a localized message to all players. Most messages deal with 0 to 2 related PRIs. The LocalMessage class defines how the PRI's and optional actor are used. */ event AllowBroadcastLocalized( actor Sender, class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { local Controller C; local PlayerController P; for ( C=Level.ControllerList; C!=None; C=C.NextController ) { P = PlayerController(C); // Only broadcast rally point messages to your same team, and only to other players if((class<RORallyMsg>(Message) != none) && switch == 1 ) { if ( P != None && Controller(Sender) != none && P != Sender && P.PlayerReplicationInfo.Team == Controller(Sender).PlayerReplicationInfo.Team ) BroadcastLocalized(Sender, P, Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); } // Send correct last-objective message depending on who's winning and on the reciever's team else if (class<ROLastObjectiveMsg>(Message) != none && P != None && P.PlayerReplicationInfo != none && P.PlayerReplicationInfo.Team != none) { // If P.PRI.Team == switch, then that team is about to win. Broadcast an about-to-win // msg to that team. Else broadast an about-to-lost msg. if (P.PlayerReplicationInfo.Team.TeamIndex == switch) BroadcastLocalized(Sender, P, Message, 0 + switch * 2, RelatedPRI_1, RelatedPRI_2, OptionalObject); else BroadcastLocalized(Sender, P, Message, 1 + switch * 2, RelatedPRI_1, RelatedPRI_2, OptionalObject); } // Only send demo charge placed msg to teammates else if (class<RODemolitionChargePlacedMsg>(Message) != none && P != None && P.PlayerReplicationInfo != none && P.PlayerReplicationInfo.Team != none) { if (P.PlayerReplicationInfo.Team.TeamIndex == switch) BroadcastLocalized(Sender, P, Message, switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); } // If this message is a static mesh destroyed msg, figure who it should go to else if (class<RODestroyableSMDestroyedMsg>(Message) != none && ROPlayer(P) != none && P.PlayerReplicationInfo != none && P.PlayerReplicationInfo.Team != none) { switch (switch) { case 0: // send to nobody? wtf this should never be called break; case 1: // send to everyone BroadcastLocalized(Sender, P, Message, switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); break; case 2: // send to teammates only if (RelatedPRI_1 != none && RelatedPRI_1.Team != none && P.PlayerReplicationInfo.Team.TeamIndex == RelatedPRI_1.Team.TeamIndex) { BroadcastLocalized(Sender, P, Message, switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); } break; case 3: // send to enemies only (not sure when this would be useful) if (RelatedPRI_1 != none && RelatedPRI_1.Team != none && P.PlayerReplicationInfo.Team.TeamIndex != RelatedPRI_1.Team.TeamIndex) { BroadcastLocalized(Sender, P, Message, switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); } break; case 4: // send to instigator only if (RelatedPRI_1 == P.PlayerReplicationInfo) BroadcastLocalized(Sender, P, Message, switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); break; default: warn("Unknown broadcast type found for message class RODemolitionChargePlacedMsg: " $ switch); } } else if ( P != None ) { BroadcastLocalized(Sender, P, Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); } } } //----------------------------------------------------------------------------- // Broadcast //----------------------------------------------------------------------------- function Broadcast( Actor Sender, coerce string Msg, optional name Type ) { local Controller C; local PlayerController P; local PlayerReplicationInfo PRI; // see if allowed (limit to prevent spamming) if ( !AllowsBroadcast(Sender, Len(Msg)) ) return; if ( Pawn(Sender) != None ) PRI = Pawn(Sender).PlayerReplicationInfo; else if ( Controller(Sender) != None ) PRI = Controller(Sender).PlayerReplicationInfo; if (bPartitionSpectators && PlayerController(Sender) != None && Type == 'Say' && (PlayerController(Sender).IsDead() || PlayerController(Sender).IsSpectating())) { Type = 'SayDead'; for (C = Level.ControllerList; C != None; C = C.NextController) { P = PlayerController(C); if ((P != None) && (P.IsDead() || P.IsSpectating())) BroadcastText(PRI, P, Msg, Type); } } else { for (C = Level.ControllerList; C != None; C = C.NextController) { P = PlayerController(C); if (P != None) BroadcastText(PRI, P, Msg, Type); } } } //----------------------------------------------------------------------------- // BroadcastTeam //----------------------------------------------------------------------------- function BroadcastTeam( Controller Sender, coerce string Msg, optional name Type ) { local Controller C; local PlayerController P; // see if allowed (limit to prevent spamming) if ( !AllowsBroadcast(Sender, Len(Msg)) ) return; if( bPartitionSpectators && PlayerController(Sender) != None && (Type == 'TeamSay') && (PlayerController(Sender).IsDead() || Sender.PlayerReplicationInfo.bOnlySpectator || PlayerController(Sender).IsSpectating()) ) { Type = 'TeamSayDead'; for (C = Level.ControllerList; C != None; C = C.NextController) { P = PlayerController(C); if ((P != None) && P.PlayerReplicationInfo.Team == Sender.PlayerReplicationInfo.Team && (P.IsDead() || P.IsSpectating())) BroadcastText(Sender.PlayerReplicationInfo, P, Msg, Type); } } else { for (C = Level.ControllerList; C != None; C = C.NextController) { P = PlayerController(C); if (P != None && P.PlayerReplicationInfo.Team == Sender.PlayerReplicationInfo.Team) BroadcastText(Sender.PlayerReplicationInfo, P, Msg, Type); } } } //============================================================================= // defaultproperties //============================================================================= defaultproperties { bPartitionSpectators=True } |
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