class PawnFEATURE_NETWORK_RECONCILIATIONSource
Pawn › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
All members, including inherited
Pawn An entity that can be possessed. Only one entity can be possesed by one PlayerIdentity at a single time. Meaning when something other than a Player is possessed, the Player can no longer be reconciled and desync can occur.
Methods 22
proto native bool IsOwner()FEATURE_NETWORK_RECONCILIATIONReturns true if the Pawn is being simulated by the owner
proto native bool IsAuthority()FEATURE_NETWORK_RECONCILIATIONReturns true if the Pawn is being simulated on an authority
proto native bool IsAuthorityOwner()FEATURE_NETWORK_RECONCILIATIONReturns true if the Pawn is being simulated on an authority and has no owner
proto native bool IsProxy()FEATURE_NETWORK_RECONCILIATIONReturns true if the Pawn is being processed on a proxy
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, BoatScript.OnContact()proto native void ForceCorrection()FEATURE_NETWORK_RECONCILIATIONForce a correction to the owner as a server only event was called (called on authority only)
proto native PlayerIdentity GetOwnerIdentity()FEATURE_NETWORK_RECONCILIATIONReturns the identity that is in possession of the Pawn
proto native PawnOwnerState GetOwnerState()FEATURE_NETWORK_RECONCILIATIONGet the last recorded state
proto native PawnMove GetNextMove()FEATURE_NETWORK_RECONCILIATIONGet the next move that is yet to be enqueued
proto native NetworkMoveStrategy GetNetworkMoveStrategy()FEATURE_NETWORK_RECONCILIATIONReturns the strategy with which the pawn is reconciled on the Owner
protected event void OnPossess()FEATURE_NETWORK_RECONCILIATIONEvent that fires when the Pawn is possessed
protected event void OnUnPossess()FEATURE_NETWORK_RECONCILIATIONEvent that fires when the Pawn is no longer possessed
protected event typename GetOwnerStateType()FEATURE_NETWORK_RECONCILIATIONInitializes the NetworkMovement with the type of PawnOwnerState at construction
Returns: The typename of the PawnOwnerState
protected event typename GetMoveType()FEATURE_NETWORK_RECONCILIATIONprotected event void ObtainMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATIONFill the move of the pawn with the inputs for the pawn to be replayed
move- , Move which the variables are being written to
protected event NetworkCompareResult CompareMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATIONCompares the incoming move from the owner on the authority
move- The incoming move
Returns: result, also performed natively, both results are compared and higher one is used
protected event void ConsumeMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATIONApply the moves inputs on the server
move- The next move to be consumed and applied on the authority
protected event bool ReplayMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATIONReplay the move on the owner client
move- The incoming move
Returns: false if further moves should not be replayed
protected event void SimulateMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATIONSimulate the replayed move on the owner client
move- The incoming move
protected event void ObtainState(PawnOwnerState pState)FEATURE_NETWORK_RECONCILIATIONFill the state of the pawn with it to be approriately rewound
state- The state which the variables are being written to
protected event void RewindState(PawnOwnerState pState, PawnMove pMove, inout NetworkRewindType pRewindType)FEATURE_NETWORK_RECONCILIATIONReplays the state, setting the internal variables of the entity back to the state. Decides the method for rewinding
state- The state recieved from the server to which the client is rewinding back to
move- The move generated at this state, which is modified if NetworkRewindType.ADDITIVE is used and then becomes the delta move, (see ReplayAdditiveMove)
rewindType- The method which replay will execute in
protected event void ReplayAdditiveMove(PawnMove pMove, PawnMove pDeltaMove)FEATURE_NETWORK_RECONCILIATIONIterator function over moves ahead of the authority. Intended for the incoming move to be combined with the delta move.
pMove- The incoming move which is being updated
pDeltaMove- The delta of the move between the server and client state at the time of RewindState
protected event void ApplyAdditiveMove(PawnMove pDeltaMove)FEATURE_NETWORK_RECONCILIATIONApplying the delta move to the pawns internal state. Instead of Rewind, this is effectively (T1 = T + D)
pDeltaMove- The delta of the move between the server and client state at the time of RewindState