|
| override void | OnPlayerAuditSuccess_S (int playerId) |
| |
| override void | OnPlayerEntityLost_S (int playerId) |
| | Called whenever provided player loses controlled entity, this can occur e.g.
|
| |
| override void | OnPlayerSpawnFailed_S (int playerId) |
| |
| void | OnInit (SCR_RespawnSystemComponent owner) |
| |
| void | OnPlayerRegistered_S (int playerId) |
| |
| void | OnPlayerDisconnected_S (int playerId, KickCauseCode cause, int timeout) |
| |
| void | OnPlayerSpawnRequest_S (SCR_SpawnRequestComponent requestComponent) |
| |
| void | OnPlayerSpawnResponse_S (SCR_SpawnRequestComponent requestComponent, SCR_ESpawnResult response) |
| |
| void | OnPlayerSpawned_S (int playerId, IEntity entity) |
| |
| void | OnPlayerEntityChanged_S (int playerId, IEntity previousEntity, IEntity newEntity) |
| |
| void | OnPlayerKilled_S (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
| |
| void | OnPlayerDeleted_S (int playerId, bool isDisconnect) |
| |
| void | StoreControlledEntityIds (notnull SCR_PlayerController playerController, UUID playerCharacterId, UUID controlledCharacterId) |
| |
| SCR_RespawnComponent | GetPlayerRespawnComponent_S (int playerId) |
| |
| SCR_RespawnComponent | GetLocalPlayerRespawnComponent () |
| |
| SCR_PlayerFactionAffiliationComponent | GetPlayerFactionComponent_S (int playerId) |
| |
| SCR_PlayerLoadoutComponent | GetPlayerLoadoutComponent_S (int playerId) |
| |
|
| override void | DoSpawn_S (int playerId) |
| | Implement the actual spawn behaviour.
|
| |
| bool | GetForcedFaction (out Faction faction) |
| |
| bool | GetForcedLoadout (out SCR_BasePlayerLoadout loadout) |
| |
| void | SetupPersistenceCollections (SCR_RespawnSystemComponent owner) |
| | Override with your own collection name if customized.
|
| |
| void | NotifyPlayerReadyForSpawn (int playerId) |
| | Notify the target player that they are ready for spawn.
|
| |
| void | ApplyPendingPosession (int playerId) |
| |
| void | ExcuteInitialLoadOrSpawn_S (int playerId) |
| |
| void | RequestPlayerData_S (int playerId) |
| |
| void | OnPlayerDataLoaded_S (EPersistenceStatusCode statusCode, Managed result, bool isLast, Managed context) |
| |
| void | OnPlayerCharacterLoaded_S (EPersistenceStatusCode statusCode, Managed result, bool isLast, Managed context) |
| |
| void | OnControlledCharacterAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context) |
| |
| bool | ConsumeControlledEntityIds (notnull SCR_PlayerController playerController, out UUID playerCharacterId, out UUID controlledCharacterId) |
| |
| bool | ForgetControlledEntityIds (notnull SCR_PlayerController playerController) |
| |
| void | DoInitialSpawn_S (int playerId) |
| |
| bool | ResolveReconnection (int playerId) |
| | Resolves spawn using the SCR_ReconnectComponent for player of given playerId.
|
| |
| bool | HandlePlayFromCamera () |
| |
◆ DoSpawn_S()
| override void SCR_AutoSpawnLogic.DoSpawn_S |
( |
int | playerId | ) |
|
|
protected |
◆ GetForcedFaction()
| bool SCR_AutoSpawnLogic.GetForcedFaction |
( |
out Faction | faction | ) |
|
|
protected |
◆ GetForcedLoadout()
◆ OnPlayerAuditSuccess_S()
| override void SCR_AutoSpawnLogic.OnPlayerAuditSuccess_S |
( |
int | playerId | ) |
|
◆ OnPlayerEntityLost_S()
| override void SCR_AutoSpawnLogic.OnPlayerEntityLost_S |
( |
int | playerId | ) |
|
Called whenever provided player loses controlled entity, this can occur e.g.
when a player dies or their entity is deleted.
Implements SCR_SpawnLogic.
◆ OnPlayerSpawnFailed_S()
| override void SCR_AutoSpawnLogic.OnPlayerSpawnFailed_S |
( |
int | playerId | ) |
|
◆ m_sForcedFaction
◆ m_sForcedLoadout
| string SCR_AutoSpawnLogic.m_sForcedLoadout |
|
protected |
The documentation for this interface was generated from the following file:
- Game/Respawn/Logic/SCR_AutoSpawnLogic.c