◆ GetInstance()
◆ GetPatrols()
◆ GetRemainingPatrolsInfo()
int SCR_AmbientPatrolSystem.GetRemainingPatrolsInfo |
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out notnull array< int > |
remnantsInfo | ) |
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Composes an array of surviving ambient patrols which can be serialized.
◆ OnCleanup()
override void SCR_AmbientPatrolSystem.OnCleanup |
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protected |
◆ OnInit()
override void SCR_AmbientPatrolSystem.OnInit |
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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 |
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) |
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◆ OnPlayerKilled()
◆ OnPlayerSpawnedOrDeleted()
void SCR_AmbientPatrolSystem.OnPlayerSpawnedOrDeleted |
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int |
playerId, |
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IEntity |
player |
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) |
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protected |
◆ OnUpdate()
override void SCR_AmbientPatrolSystem.OnUpdate |
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ESystemPoint |
point | ) |
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protected |
◆ ProcessSpawnpoint()
void SCR_AmbientPatrolSystem.ProcessSpawnpoint |
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int |
spawnpointIndex | ) |
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protected |
◆ 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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protected |
◆ CHECK_INTERVAL
const int SCR_AmbientPatrolSystem.CHECK_INTERVAL = 3 |
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staticprotected |
◆ DESPAWN_RADIUS_DIFF_SQ
const int SCR_AmbientPatrolSystem.DESPAWN_RADIUS_DIFF_SQ = 200 * 200 |
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staticprotected |
◆ 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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protected |
◆ m_iDespawnDistanceSq
int SCR_AmbientPatrolSystem.m_iDespawnDistanceSq |
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protected |
◆ m_iIndexToCheck
int SCR_AmbientPatrolSystem.m_iIndexToCheck |
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protected |
◆ m_iLastAssignedIndex
int SCR_AmbientPatrolSystem.m_iLastAssignedIndex |
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protected |
◆ m_iSpawnDistanceSq
int SCR_AmbientPatrolSystem.m_iSpawnDistanceSq |
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◆ SPAWN_RADIUS_BLOCK_SQ
const int SCR_AmbientPatrolSystem.SPAWN_RADIUS_BLOCK_SQ = 150 * 150 |
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◆ SPAWN_RADIUS_MAX_SQ
const int SCR_AmbientPatrolSystem.SPAWN_RADIUS_MAX_SQ = 1000 * 1000 |
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staticprotected |
◆ SPAWN_RADIUS_MIN_SQ
const int SCR_AmbientPatrolSystem.SPAWN_RADIUS_MIN_SQ = 500 * 500 |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/Systems/SCR_AmbientPatrolSystem.c