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Emitter.NetSpriteEmitter


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// Normal particle emitter with network replication for triggering.
Class NetSpriteEmitter extends XSpriteEmitter;

var byte RepCounter,ClientRepCounter;

replication
{
	reliable if ( Role==ROLE_Authority )
		RepCounter;
}

function PreBeginPlay();

simulated function PostNetBeginPlay()
{
	if( TriggerAction==ETR_ToggleDisabled && (RepCounter & 1)!=0 )
		EmTrigger();
	ClientRepCounter = RepCounter;
	bNetNotify = True;
}
simulated function PostNetReceive()
{
	if ( ClientRepCounter!=RepCounter )
	{
		ClientRepCounter = RepCounter;
		if ( RepCounter==0 )
			Reset();
		else EmTrigger();
	}
}
simulated function Reset()
{
	RepCounter = 0;
	bDisabled = BACKUP_Disabled;
}
function Trigger( Actor Other, Pawn EventInstigator )
{
	if ( Level.NetMode!=NM_DedicatedServer )
		EmTrigger();
	if ( ++RepCounter==255 )
		RepCounter = 1;
}

defaultproperties
{
				bNoDelete=True
				RemoteRole=ROLE_SimulatedProxy
				Texture=Texture'Emitter.Icons.S_EmitterNet'
				bAlwaysRelevant=True
				bCarriedItem=True
}

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Class file time: zo 11-11-2012 21:10:30.000 - Creation time: zo 11-11-2012 21:14:19.475 - Created with UnCodeX