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/**
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* Represents a connected player connection and serves to provide access to
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* both it's server data and in-game pawn representation.
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* Unlike `User`, - changes when player reconnects the server.
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* This object SHOULD NOT be created manually, please rely on
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* `AcediaCore` for that.
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* Killing floor 1 note: inherently linked to
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* a particular `PlayerController`.
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* Copyright 2020 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class APlayer extends AcediaActor;
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// How this `APlayer` is identified by the server
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var private User identity;
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// Controller
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var private PlayerController ownerController;
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// Shortcut to `ConnectionEvents`, so that we don't have to write
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// `class'ConnectionEvents'` every time.
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var const class<PlayerEvents> events;
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/**
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* Initializes caller `APlayer`. Should be called right after `APlayer`
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* was spawned.
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*
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* Initialization should (and can) only be done once.
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* Before a `Initialize()` call, any other method calls on such `User`
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* must be considerate to have undefined behavior.
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*
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* @param newController Controller that caller `APLayer` will correspond to.
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*/
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public final function Initialize(PlayerController newController)
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{
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ownerController = newController;
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identity = _.users.FetchByIDHash(newController.GetPlayerIDHash());
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events.static.CallPlayerConnected(self);
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}
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/**
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* Returns associated controller.
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*
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* @return Controller that caller `APLayer` corresponds to.
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*/
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public final function PlayerController GetController()
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{
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return ownerController;
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}
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/**
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* IMPORTANT: this is a helper function that is not supposed to be
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* called manually.
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*
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* Causes `APlayer` to update it's inner state and should be triggered by
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* various outside events. A necessary work-around, since we cannot make
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* an event to trigger a protected function.
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*/
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public final function Update()
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{
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if (ownerController == none) {
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events.static.CallPlayerDisconnected(self);
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Destroy();
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}
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}
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// This is one of the most important objects for `Acedia` and should be kept
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// up-to-date as much as possible.
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event Tick(float delta)
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{
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Update();
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}
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defaultproperties
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{
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events = class'PlayerEvents'
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}
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