◆ ~SCR_AmbientPatrolSpawnPointComponent()
void SCR_AmbientPatrolSpawnPointComponent.~SCR_AmbientPatrolSpawnPointComponent |
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◆ ActivateGroup()
void SCR_AmbientPatrolSpawnPointComponent.ActivateGroup |
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◆ DeactivateGroup()
void SCR_AmbientPatrolSpawnPointComponent.DeactivateGroup |
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◆ DespawnPatrol()
void SCR_AmbientPatrolSpawnPointComponent.DespawnPatrol |
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◆ EOnInit()
override void SCR_AmbientPatrolSpawnPointComponent.EOnInit |
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IEntity |
owner | ) |
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◆ GetAILimitThreshold()
float SCR_AmbientPatrolSpawnPointComponent.GetAILimitThreshold |
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◆ GetDespawnTimer()
WorldTimestamp SCR_AmbientPatrolSpawnPointComponent.GetDespawnTimer |
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◆ GetID()
int SCR_AmbientPatrolSpawnPointComponent.GetID |
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◆ GetIsPaused()
bool SCR_AmbientPatrolSpawnPointComponent.GetIsPaused |
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◆ GetIsSpawned()
bool SCR_AmbientPatrolSpawnPointComponent.GetIsSpawned |
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◆ GetMembersAlive()
int SCR_AmbientPatrolSpawnPointComponent.GetMembersAlive |
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◆ GetRandomPrefabByProbability()
◆ GetRespawnTimestamp()
WorldTimestamp SCR_AmbientPatrolSpawnPointComponent.GetRespawnTimestamp |
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◆ GetSpawnedGroup()
SCR_AIGroup SCR_AmbientPatrolSpawnPointComponent.GetSpawnedGroup |
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◆ GetWaypoint()
AIWaypoint SCR_AmbientPatrolSpawnPointComponent.GetWaypoint |
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◆ IsGroupActive()
bool SCR_AmbientPatrolSpawnPointComponent.IsGroupActive |
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◆ OnAgentRemoved()
void SCR_AmbientPatrolSpawnPointComponent.OnAgentRemoved |
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◆ OnPostInit()
override void SCR_AmbientPatrolSpawnPointComponent.OnPostInit |
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IEntity |
owner | ) |
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◆ PrepareWaypoints()
void SCR_AmbientPatrolSpawnPointComponent.PrepareWaypoints |
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◆ SetDespawnTimer()
void SCR_AmbientPatrolSpawnPointComponent.SetDespawnTimer |
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WorldTimestamp |
time | ) |
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◆ SetID()
void SCR_AmbientPatrolSpawnPointComponent.SetID |
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int |
ID | ) |
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◆ SetIsPaused()
void SCR_AmbientPatrolSpawnPointComponent.SetIsPaused |
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bool |
paused | ) |
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Pause this spawnpoint so a group will not be spawned unless players leave and re-enter the area.
- Parameters
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◆ SetIsSpawned()
void SCR_AmbientPatrolSpawnPointComponent.SetIsSpawned |
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bool |
spawned | ) |
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◆ SetMembersAlive()
void SCR_AmbientPatrolSpawnPointComponent.SetMembersAlive |
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int |
count | ) |
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◆ SetRespawnTimestamp()
void SCR_AmbientPatrolSpawnPointComponent.SetRespawnTimestamp |
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WorldTimestamp |
timestamp | ) |
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◆ SpawnCycleWaypoint()
AIWaypointCycle SCR_AmbientPatrolSpawnPointComponent.SpawnCycleWaypoint |
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notnull EntitySpawnParams |
params | ) |
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◆ SpawnPatrol()
void SCR_AmbientPatrolSpawnPointComponent.SpawnPatrol |
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◆ Update()
void SCR_AmbientPatrolSpawnPointComponent.Update |
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SCR_Faction |
faction | ) |
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◆ m_bActive
bool SCR_AmbientPatrolSpawnPointComponent.m_bActive = false |
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◆ m_bPaused
bool SCR_AmbientPatrolSpawnPointComponent.m_bPaused |
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◆ m_bPickRandomGroupType
bool SCR_AmbientPatrolSpawnPointComponent.m_bPickRandomGroupType |
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◆ m_bSpawned
bool SCR_AmbientPatrolSpawnPointComponent.m_bSpawned |
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◆ m_eGroupType
SCR_EGroupType SCR_AmbientPatrolSpawnPointComponent.m_eGroupType |
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◆ m_fAILimitThreshold
float SCR_AmbientPatrolSpawnPointComponent.m_fAILimitThreshold |
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◆ m_fDespawnTimer
WorldTimestamp SCR_AmbientPatrolSpawnPointComponent.m_fDespawnTimer |
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◆ m_fRespawnTimestamp
WorldTimestamp SCR_AmbientPatrolSpawnPointComponent.m_fRespawnTimestamp |
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◆ m_Group
SCR_AIGroup SCR_AmbientPatrolSpawnPointComponent.m_Group |
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◆ m_iID
int SCR_AmbientPatrolSpawnPointComponent.m_iID |
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◆ m_iMembersAlive
int SCR_AmbientPatrolSpawnPointComponent.m_iMembersAlive = -1 |
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◆ m_iRespawnPeriod
int SCR_AmbientPatrolSpawnPointComponent.m_iRespawnPeriod |
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◆ m_SavedFaction
Faction SCR_AmbientPatrolSpawnPointComponent.m_SavedFaction |
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◆ m_sPrefab
ResourceName SCR_AmbientPatrolSpawnPointComponent.m_sPrefab |
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◆ m_Waypoint
AIWaypoint SCR_AmbientPatrolSpawnPointComponent.m_Waypoint |
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protected |
The documentation for this interface was generated from the following file:
- Game/Components/Locations/SCR_AmbientPatrolSpawnPointComponent.c