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override void | OnInit (SCR_RespawnSystemComponent owner) |
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override void | OnPlayerRegistered_S (int playerId) |
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override void | OnPlayerDisconnected_S (int playerId, KickCauseCode cause, int timeout) |
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override void | OnPlayerEntityLost_S (int playerId) |
| Called whenever provided player loses controlled entity, this can occur e.g.
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override void | OnPlayerSpawnFailed_S (int playerId) |
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void | OnInit (SCR_RespawnSystemComponent owner) |
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void | OnPlayerRegistered_S (int playerId) |
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void | OnPlayerDisconnected_S (int playerId, KickCauseCode cause, int timeout) |
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void | OnPlayerSpawnRequest_S (SCR_SpawnRequestComponent requestComponent) |
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void | OnPlayerSpawnResponse_S (SCR_SpawnRequestComponent requestComponent, SCR_ESpawnResult response) |
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void | OnPlayerSpawned_S (int playerId, IEntity entity) |
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void | OnPlayerEntityChanged_S (int playerId, IEntity previousEntity, IEntity newEntity) |
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void | OnPlayerKilled_S (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
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void | OnPlayerDeleted_S (int playerId) |
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bool | IsEligibleForReconnection (int playerId) |
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SCR_RespawnComponent | GetPlayerRespawnComponent_S (int playerId) |
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SCR_RespawnComponent | GetLocalPlayerRespawnComponent () |
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SCR_PlayerFactionAffiliationComponent | GetPlayerFactionComponent_S (int playerId) |
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SCR_PlayerLoadoutComponent | GetPlayerLoadoutComponent_S (int playerId) |
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◆ DoSpawn()
void SCR_AutoSpawnLogic.DoSpawn |
( |
int |
playerId, |
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SCR_SpawnData |
data |
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) |
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protected |
◆ GetForcedFaction()
bool SCR_AutoSpawnLogic.GetForcedFaction |
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out Faction |
faction | ) |
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protected |
◆ GetForcedLoadout()
◆ OnInit()
◆ OnPlayerDisconnected_S()
override void SCR_AutoSpawnLogic.OnPlayerDisconnected_S |
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int |
playerId, |
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KickCauseCode |
cause, |
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int |
timeout |
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) |
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◆ OnPlayerEntityLost_S()
override void SCR_AutoSpawnLogic.OnPlayerEntityLost_S |
( |
int |
playerId | ) |
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Called whenever provided player loses controlled entity, this can occur e.g.
when a player dies or their entity is deleted.
Implements SCR_SpawnLogic.
◆ OnPlayerRegistered_S()
override void SCR_AutoSpawnLogic.OnPlayerRegistered_S |
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int |
playerId | ) |
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◆ OnPlayerSpawnFailed_S()
override void SCR_AutoSpawnLogic.OnPlayerSpawnFailed_S |
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int |
playerId | ) |
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◆ Spawn()
void SCR_AutoSpawnLogic.Spawn |
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int |
playerId | ) |
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protected |
◆ m_DisconnectingPlayers
ref set<int> SCR_AutoSpawnLogic.m_DisconnectingPlayers = new set<int>() |
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protected |
◆ m_sForcedFaction
◆ m_sForcedLoadout
string SCR_AutoSpawnLogic.m_sForcedLoadout |
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protected |
The documentation for this interface was generated from the following file:
- Game/Respawn/Logic/SCR_AutoSpawnLogic.c