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Chain Of Events When A Player Logs In

rough layout

Serverside UnrealScript Events

  • GameInfo.PreLogin() – propagated to AccessControl; may reject player
  • Mutator.OverrideDownload() – called on the base mutator for each package the player needs to download, propagates down the mutator linked list (only available in UT2003, not in the base engine)
  • GameInfo.Login() – propagated to AccessControl and Mutators; spawns the PlayerPawn/PlayerController or rejects player, sets player name, spectator, admin login, other stuff
  • GameInfo.PostLogin() – first point at which replicated functions of the new player are actually replicated

Clientside Initialization Overview

TODO: What stuff gets replicated? What happens while the loading screen is visible?

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