◆ GetInstance()
◆ GetOnVehicleSpawned()
OnAmbientVehicleSpawnedInvoker SCR_AmbientVehicleSystem.GetOnVehicleSpawned |
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◆ GetSpawnpoints()
◆ OnCleanup()
override void SCR_AmbientVehicleSystem.OnCleanup |
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◆ OnInit()
override void SCR_AmbientVehicleSystem.OnInit |
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◆ OnPlayerDisconnected()
void SCR_AmbientVehicleSystem.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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◆ OnPlayerKilled()
◆ OnPlayerSpawnedOrDeleted()
void SCR_AmbientVehicleSystem.OnPlayerSpawnedOrDeleted |
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int |
playerId, |
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IEntity |
player |
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◆ OnUpdate()
override void SCR_AmbientVehicleSystem.OnUpdate |
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ESystemPoint |
point | ) |
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◆ ProcessSpawnpoint()
void SCR_AmbientVehicleSystem.ProcessSpawnpoint |
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int |
spawnpointIndex | ) |
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◆ RefreshPlayerList()
void SCR_AmbientVehicleSystem.RefreshPlayerList |
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◆ RegisterSpawnpoint()
◆ ShouldBePaused()
override bool SCR_AmbientVehicleSystem.ShouldBePaused |
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Is this system should be paused while the simulation is paused?
Implements GameSystem.
◆ UnregisterSpawnpoint()
◆ UpdateCheckInterval()
void SCR_AmbientVehicleSystem.UpdateCheckInterval |
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◆ CHECK_INTERVAL
const int SCR_AmbientVehicleSystem.CHECK_INTERVAL = 3 |
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◆ DESPAWN_RADIUS_DIFF_SQ
const int SCR_AmbientVehicleSystem.DESPAWN_RADIUS_DIFF_SQ = 200 * 200 |
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◆ DESPAWN_TIMEOUT
const int SCR_AmbientVehicleSystem.DESPAWN_TIMEOUT = 10000 |
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◆ m_aPlayers
ref array<IEntity> SCR_AmbientVehicleSystem.m_aPlayers = {} |
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◆ m_aSpawnpoints
◆ m_fCheckInterval
float SCR_AmbientVehicleSystem.m_fCheckInterval |
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◆ m_fTimer
float SCR_AmbientVehicleSystem.m_fTimer |
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◆ m_iDespawnDistanceSq
int SCR_AmbientVehicleSystem.m_iDespawnDistanceSq |
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◆ m_iIndexToCheck
int SCR_AmbientVehicleSystem.m_iIndexToCheck |
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◆ m_iLastAssignedIndex
int SCR_AmbientVehicleSystem.m_iLastAssignedIndex |
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◆ m_iSpawnDistanceSq
int SCR_AmbientVehicleSystem.m_iSpawnDistanceSq |
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◆ m_OnVehicleSpawned
ref OnAmbientVehicleSpawnedInvoker SCR_AmbientVehicleSystem.m_OnVehicleSpawned |
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◆ PARKED_THRESHOLD
const int SCR_AmbientVehicleSystem.PARKED_THRESHOLD = 5 |
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◆ SPAWN_RADIUS_MAX_SQ
const int SCR_AmbientVehicleSystem.SPAWN_RADIUS_MAX_SQ = 1000 * 1000 |
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◆ SPAWN_RADIUS_MIN_SQ
const int SCR_AmbientVehicleSystem.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_AmbientVehicleSystem.c