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//============================================================================= // SavedMove is used during network play to buffer recent client moves, // for use when the server modifies the clients actual position, etc. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class SavedMove expands Info; // also stores info in Acceleration attribute var SavedMove NextMove; var float TimeStamp; var float Delta; var byte MoveFlags; var EDodgeDir DodgeMove; var bool bSent; final function Clear() { TimeStamp = 0; Delta = 0; MoveFlags = 0; bSent = false; DodgeMove = DODGE_None; Acceleration = vect(0,0,0); } |
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