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UTMultiTeam.UTMT_GameReplicationInfo

UTMultiTeam.UTMT_GameReplicationInfo

Variables Summary
boolbUseOriginalRedAndBlueArmSkins
class<UTCustomChar_Data>CustomCharDataClass

Functions Summary
functionUTPlayerReplicationInfo FindExistingMeshForFamily (string FamilyID, byte TeamNum, UTPlayerReplicationInfo CurrentPRI))
function GetArmMeshAndMaterialNames (bool bForceFallbackarms, UTPlayerReplicationInfo PRI, out string ArmMeshName, out string ArmMaterialName ))
function TickCharacterMeshCreation ()))


Variables Detail

bUseOriginalRedAndBlueArmSkins Source code

var bool bUseOriginalRedAndBlueArmSkins;

CustomCharDataClass Source code

var class<UTCustomChar_Data> CustomCharDataClass;


Functions Detail

FindExistingMeshForFamily Source code

simulated function UTPlayerReplicationInfo FindExistingMeshForFamily ( string FamilyID, byte TeamNum, UTPlayerReplicationInfo CurrentPRI) )
For players not on the red or blue teams, checks that a blue mesh exists that may be transformed, to avoid regression to the default character.

GetArmMeshAndMaterialNames Source code

simulated protected function GetArmMeshAndMaterialNames ( bool bForceFallbackarms, UTPlayerReplicationInfo PRI, out string ArmMeshName, out string ArmMaterialName ) )
Changed logic to work on more than two teams.

TickCharacterMeshCreation Source code

simulated function TickCharacterMeshCreation ( ) )
Copied from UTGameReplicationInfo. Ideally, this function should be chunked up modularly. The method for loading arm meshes has been modified such that the new team materials can be applied to it.


Defaultproperties

defaultproperties
{
   bUseOriginalRedAndBlueArmSkins=True
   CustomCharDataClass=Class'UTGame.UTCustomChar_Data'
}

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Creation time: Fri 23/12/2011 20:31:25.969 - Created with UnCodeX