UnrealScript library and basis for all Acedia Framework mods
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

61 lines
1.9 KiB

/**
* Objects of this class are meant to represent a "server user":
* not a particular `PlayerController`, but an entity that server would
* recognize to be the same person even after reconnections.
* It is supposed to store and recognize various stats and
* server privileges.
* Copyright 2020 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class APlayer extends AcediaActor;
var private User identity;
var private PlayerController ownerController;
// Shortcut to `ConnectionEvents`, so that we don't have to write
// `class'ConnectionEvents'` every time.
var const class<PlayerEvents> events;
public final function Initialize(PlayerController initOwnerController)
{
ownerController = initOwnerController;
identity = _.users.FetchByIDHash(initOwnerController.GetPlayerIDHash());
events.static.CallPlayerConnected(self);
}
public final function PlayerController GetController()
{
return ownerController;
}
public final function Update()
{
if (ownerController == none) {
events.static.CallPlayerDisconnected(self);
Destroy();
}
}
event Tick(float delta)
{
Update();
}
defaultproperties
{
events = class'PlayerEvents'
}