◆ ClampDespawnDistanceSq()
| int SCR_AmbientPatrolSystem.ClampDespawnDistanceSq |
( |
int | despawnDistanceSq | ) |
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◆ ClampSpawnDistanceSq()
| int SCR_AmbientPatrolSystem.ClampSpawnDistanceSq |
( |
int | spawnDistanceSq | ) |
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◆ GetInstance()
◆ GetPatrols()
◆ InitInfo()
| static override void SCR_AmbientPatrolSystem.InitInfo |
( |
WorldSystemInfo | outInfo | ) |
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static |
◆ OnCleanup()
| override void SCR_AmbientPatrolSystem.OnCleanup |
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| ) |
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◆ OnInit()
| override void SCR_AmbientPatrolSystem.OnInit |
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| ) |
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◆ OnPlayerDisconnected()
| void SCR_AmbientPatrolSystem.OnPlayerDisconnected |
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int | playerId, |
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KickCauseCode | cause = KickCauseCode::NONE, |
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int | timeout = -1 ) |
◆ OnPlayerKilled()
◆ OnPlayerSpawnedOrDeleted()
| void SCR_AmbientPatrolSystem.OnPlayerSpawnedOrDeleted |
( |
int | playerId, |
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IEntity | player ) |
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◆ OnUpdatePoint()
| override void SCR_AmbientPatrolSystem.OnUpdatePoint |
( |
WorldUpdatePointArgs | args | ) |
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◆ ProcessSpawnpoint()
| void SCR_AmbientPatrolSystem.ProcessSpawnpoint |
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int | spawnpointIndex | ) |
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◆ RefreshPlayerList()
| void SCR_AmbientPatrolSystem.RefreshPlayerList |
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| ) |
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◆ RegisterPatrol()
◆ ShouldBePaused()
| override bool SCR_AmbientPatrolSystem.ShouldBePaused |
( |
| ) |
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Is this system should be paused while the simulation is paused?
Implements GameSystem.
◆ UnregisterPatrol()
◆ UpdateCheckInterval()
| void SCR_AmbientPatrolSystem.UpdateCheckInterval |
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| ) |
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◆ CHECK_INTERVAL
| const int SCR_AmbientPatrolSystem.CHECK_INTERVAL = 3 |
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◆ DESPAWN_TIMEOUT
| const int SCR_AmbientPatrolSystem.DESPAWN_TIMEOUT = 10000 |
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staticprotected |
◆ m_aPatrols
◆ m_aPlayers
| ref array<IEntity> SCR_AmbientPatrolSystem.m_aPlayers = {} |
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◆ m_fCheckInterval
| float SCR_AmbientPatrolSystem.m_fCheckInterval |
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◆ m_fTimer
| float SCR_AmbientPatrolSystem.m_fTimer |
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◆ m_iDespawnBufferDistance
| int SCR_AmbientPatrolSystem.m_iDespawnBufferDistance |
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protected |
◆ m_iDespawnBufferDistanceSq
◆ m_iDespawnDistanceSq
| int SCR_AmbientPatrolSystem.m_iDespawnDistanceSq |
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◆ m_iIndexToCheck
| int SCR_AmbientPatrolSystem.m_iIndexToCheck |
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◆ m_iMaxDespawnDistance
| int SCR_AmbientPatrolSystem.m_iMaxDespawnDistance |
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◆ m_iMaxDespawnDistanceSq
◆ m_iMaxSpawnDistance
| int SCR_AmbientPatrolSystem.m_iMaxSpawnDistance |
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◆ m_iMaxSpawnDistanceSq
◆ m_iMinDespawnDistance
| int SCR_AmbientPatrolSystem.m_iMinDespawnDistance |
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◆ m_iMinDespawnDistanceSq
◆ m_iMinSpawnDistance
| int SCR_AmbientPatrolSystem.m_iMinSpawnDistance |
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protected |
◆ m_iMinSpawnDistanceSq
◆ m_iSpawnDistanceSq
| int SCR_AmbientPatrolSystem.m_iSpawnDistanceSq |
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protected |
◆ SPAWN_RADIUS_BLOCK_SQ
| const int SCR_AmbientPatrolSystem.SPAWN_RADIUS_BLOCK_SQ = 150 * 150 |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/Systems/SCR_AmbientPatrolSystem.c