59 lines
1.3 KiB
Ucode
59 lines
1.3 KiB
Ucode
Class SRCustomProgress extends ReplicationInfo
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Abstract;
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var() localized string ProgressName;
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var ClientPerkRepLink RepLink;
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var SRCustomProgress NextLink;
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replication
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{
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reliable if( Role==ROLE_Authority && bNetOwner )
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NextLink;
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}
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simulated function string GetProgress();
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simulated function int GetProgressInt()
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{
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return int(GetProgress());
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}
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simulated function string GetDisplayString()
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{
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return GetProgress();
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}
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function SetProgress( string S );
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function IncrementProgress( int Count );
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final function ValueUpdated()
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{
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if( RepLink.StatObject!=None )
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RepLink.StatObject.NotifyStatChanged();
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}
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simulated final function string GetTimeText( int V )
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{
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local int Hours, Minutes;
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Minutes = V / 60;
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Hours = Minutes / 60;
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V -= (Minutes * 60);
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Minutes -= (Hours * 60);
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return Eval(Hours<10,"0"$Hours,string(Hours))$":"$Eval(Minutes<10,"0"$Minutes,string(Minutes))$":"$Eval(V<10,"0"$V,string(V));
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}
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// Called when stat owner killed or was killed by a monster.
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function NotifyPlayerKill( Pawn Killed, class<DamageType> damageType );
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function NotifyPlayerKilled( Pawn Killer, class<DamageType> damageType );
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defaultproperties
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{
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ProgressName="Lazy modder! Kill him!!"
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bOnlyRelevantToOwner=True
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bAlwaysRelevant=False
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NetUpdateFrequency=2.000000
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}
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