Base class for entity replication - e.g. vehicles, characters, animals.
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proto external void | GiveExt (RplIdentity newOwner, bool alwaysNotify) |
| Gives ownership to newOwner if possible.
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proto external void | ForceNodeMovement (vector previousPos) |
| Force scheduler to move node This is useful for nodes that do not have networked movement component, but are forcefully moved.
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proto external void | EnableStreaming (bool enable) |
| Enable streaming for a specific entity.
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proto external void | EnableStreamingConNode (RplIdentity identity, bool enable) |
| Enable streaming of node to a specific player.
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proto external void | EnableSpatialRelevancy (bool enable) |
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Base class for entity replication - e.g. vehicles, characters, animals.
◆ DeleteRplEntity()
static proto void RplComponent.DeleteRplEntity |
( |
IEntity |
entity, |
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bool |
releaseFromReplication |
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) |
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static |
Deletes a replicated entity.
When called by the authority it removes the entity from replication delete the entity physically. If releaseFromReplication is true, once deleted from the replication on proxies they won't delete the entity physically.
When called by a proxy no physical delete happens until the authority deletes the entity. If releaseFromReplication is true the entity is marked and won't be deleted physically when deleted from the replication (unless the authority managed to tell the proxy the entity was deleted on the server already).
- Parameters
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pEntity | Entity to delete |
releaseFromReplication | When true after the entity is deleted from replication it won't be deleted from the game. |
◆ EnableSpatialRelevancy()
proto external void RplComponent.EnableSpatialRelevancy |
( |
bool |
enable | ) |
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◆ EnableStreaming()
proto external void RplComponent.EnableStreaming |
( |
bool |
enable | ) |
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Enable streaming for a specific entity.
This takes precedence over EnableStreaming for a specific Connection or Connection/Node
- Warning
- Works only if Network Dynamic Simulation is enabled
- Parameters
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enable | If true streaming is enabled. |
◆ EnableStreamingConNode()
proto external void RplComponent.EnableStreamingConNode |
( |
RplIdentity |
identity, |
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bool |
enable |
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) |
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Enable streaming of node to a specific player.
Respects disabled connection rules, respects disabled nodes rules
- Warning
- Works only if Network Dynamic Simulation is enabled
- Parameters
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identity | Client connection |
enable | If true streaming is enabled. |
◆ EnableStreamingForConnection()
static proto void RplComponent.EnableStreamingForConnection |
( |
RplIdentity |
identity, |
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bool |
enable |
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) |
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static |
Enable streaming for a specific player.
Ignores Connection/Node rules, but respects disabled nodes
- Warning
- Use with caution. This could can cause performance issues if used by many players.
- Parameters
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identity | Client connection |
enable | If true streaming is enabled. |
◆ ForceNodeMovement()
proto external void RplComponent.ForceNodeMovement |
( |
vector |
previousPos | ) |
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Force scheduler to move node This is useful for nodes that do not have networked movement component, but are forcefully moved.
To be used only in special cases.
- Warning
- Works only if Network Dynamic Simulation is enabled
- Parameters
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previousPos | previous position to move the node from |
◆ GiveExt()
proto external void RplComponent.GiveExt |
( |
RplIdentity |
newOwner, |
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bool |
alwaysNotify |
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) |
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Gives ownership to newOwner if possible.
Also notifies listeners if possible. Unlike Give this supports also custom data passing between the old and the new owner.
- Warning
- This method might be replaced by a unified Give method in the future. Use with caution.
- Parameters
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newOwner | New owner. |
alwaysNotify | Notifies listeners even if no change in ownership happened. |
◆ InsertMPObserver()
static proto void RplComponent.InsertMPObserver |
( |
RplIdentity |
identity, |
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float |
x, |
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float |
z |
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) |
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◆ RemoveMPObserver()
static proto void RplComponent.RemoveMPObserver |
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RplIdentity |
identity | ) |
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static |
The documentation for this interface was generated from the following file:
- Game/generated/Components/RplComponent.c