Replication statements which won't met optimized C++ code.

A refuge for those migrating from the fallen DXEditing.com and a place for general discussion relating to Deus Ex editing (coding, mapping, etc).
Post Reply
Hanfling
MJ12
Posts: 406
Joined: Sun Oct 04, 2009 6:54 pm

Replication statements which won't met optimized C++ code.

Post by Hanfling »

Okay, since i'm working on network support for blendanimations i noticed that the statements in uc (which are meant as a reference) did not match the GetOptimizedRepList() implementation, so i start a thread for collecting the missmatches i notice.

General Note:
There is no such thing as unreliable variable replication, so reliable and unreliable on variables have the same effect, but i won't post every unreliable variable replication statement here.

First of all: Actor.uc
BlendAnimSequence, SimBlendAnim and BlendAnimMinRate are not replicated at all.

AnimSequence, SimAnim, AnimMinRate and bAnimNotify replication conditions are:

Code: Select all

	// Animation. 
	reliable if( DrawType==DT_Mesh && ((RemoteRole<=ROLE_SimulatedProxy && (!bNetOwner || !bClientAnim)) || bDemoRecording) )
		AnimSequence, SimAnim, AnimMinRate, bAnimNotify;
I demand my DXE User ID back. Launcher for DeusEx, Rune, Nerf, Unreal & Botpack. HX on Mod DB. Revision on Steam.
Post Reply