Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_AutoSpawnLogic Interface Reference
Inheritance diagram for SCR_AutoSpawnLogic:
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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 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 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 OnPlayerSpawnFailed_S (int playerId)
 
void OnPlayerEntityLost_S (int playerId)
 Called whenever provided player loses controlled entity, this can occur e.g.
 
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: