Arma Reforger Script API
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SCR_AutoSpawnLogic Interface Reference
Inheritance diagram for SCR_AutoSpawnLogic:
SCR_SpawnLogic

Public Member Functions

override void OnInit (SCR_RespawnSystemComponent owner)
 
override void OnPlayerRegistered_S (int playerId)
 
override void OnPlayerDisconnected_S (int playerId, KickCauseCode cause, int timeout)
 
override void OnPlayerEntityLost_S (int playerId)
 Called whenever provided player loses controlled entity, this can occur e.g.
 
override void OnPlayerSpawnFailed_S (int playerId)
 
- Public Member Functions inherited from SCR_SpawnLogic
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 IsEligibleForReconnection (int playerId)
 
SCR_RespawnComponent GetPlayerRespawnComponent_S (int playerId)
 
SCR_RespawnComponent GetLocalPlayerRespawnComponent ()
 
SCR_PlayerFactionAffiliationComponent GetPlayerFactionComponent_S (int playerId)
 
SCR_PlayerLoadoutComponent GetPlayerLoadoutComponent_S (int playerId)
 

Protected Member Functions

bool GetForcedFaction (out Faction faction)
 
bool GetForcedLoadout (out SCR_BasePlayerLoadout loadout)
 
void Spawn (int playerId)
 
void DoSpawn (int playerId, SCR_SpawnData data)
 
- Protected Member Functions inherited from SCR_SpawnLogic
void NotifyPlayerReadyForSpawn (int playerId)
 Notify the target player that they are ready for spawn.
 
bool ResolveReconnection (int playerId, out IEntity assignedEntity)
 Resolves spawn using the SCR_ReconnectComponent for player of given playerId.
 

Protected Attributes

FactionKey m_sForcedFaction
 
string m_sForcedLoadout
 
ref set< int > m_DisconnectingPlayers = new set<int>()
 

Member Function Documentation

◆ DoSpawn()

void SCR_AutoSpawnLogic.DoSpawn ( int playerId,
SCR_SpawnData data )
protected

◆ GetForcedFaction()

bool SCR_AutoSpawnLogic.GetForcedFaction ( out Faction faction)
protected

◆ GetForcedLoadout()

bool SCR_AutoSpawnLogic.GetForcedLoadout ( out SCR_BasePlayerLoadout loadout)
protected

◆ OnInit()

override void SCR_AutoSpawnLogic.OnInit ( SCR_RespawnSystemComponent owner)

Implements SCR_SpawnLogic.

◆ OnPlayerDisconnected_S()

override void SCR_AutoSpawnLogic.OnPlayerDisconnected_S ( int playerId,
KickCauseCode cause,
int timeout )

Implements SCR_SpawnLogic.

◆ 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.

◆ OnPlayerRegistered_S()

override void SCR_AutoSpawnLogic.OnPlayerRegistered_S ( int playerId)

Implements SCR_SpawnLogic.

◆ OnPlayerSpawnFailed_S()

override void SCR_AutoSpawnLogic.OnPlayerSpawnFailed_S ( int playerId)

Implements SCR_SpawnLogic.

◆ Spawn()

void SCR_AutoSpawnLogic.Spawn ( int playerId)
protected

Member Data Documentation

◆ m_DisconnectingPlayers

ref set<int> SCR_AutoSpawnLogic.m_DisconnectingPlayers = new set<int>()
protected

◆ m_sForcedFaction

FactionKey SCR_AutoSpawnLogic.m_sForcedFaction
protected

◆ m_sForcedLoadout

string SCR_AutoSpawnLogic.m_sForcedLoadout
protected

The documentation for this interface was generated from the following file: