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    Arma Reforger Script API
    
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Debriefing screen component intended to be added to the GameMode. More...
  
Additional Inherited Members | |
  Public Member Functions inherited from SCR_DeployMenuBaseScreenComponent | |
| string | GetHeaderTitle () | 
| string | GetHeaderSubtitle () | 
| SCR_DeployMenuBaseScreenLayout | GetBaseLayout () | 
| Get base layout of this component.   | |
  Public Member Functions inherited from SCR_BaseGameModeComponent | |
| SCR_BaseGameMode | GetGameMode () | 
| void | OnGameEnd () | 
| Called on all machines when the world ends.   | |
| void | OnGameStateChanged (SCR_EGameModeState state) | 
| Called when game mode state changes called on all machines.   | |
| void | OnGameModeStart () | 
| Called on every machine when game mode starts.   | |
| void | OnGameModeEnd (SCR_GameModeEndData data) | 
| Called when game mode ends.   | |
| void | OnPlayerConnected (int playerId) | 
| Called after a player is connected.   | |
| void | OnPlayerAuditSuccess (int playerId) | 
| Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.   | |
| void | OnPlayerAuditFail (int playerId) | 
| Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc.   | |
| void | OnPlayerAuditTimeouted (int playerId) | 
| Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled.   | |
| void | OnPlayerAuditRevived (int playerId) | 
| Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed).   | |
| void | OnPlayerRegistered (int playerId) | 
| Called on every machine after a player is registered (identity, name etc.).   | |
| void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) | 
| Called after a player is disconnected.   | |
| void | OnPlayerSpawned (int playerId, IEntity controlledEntity) | 
| Called after a player is spawned.   | |
| bool | PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) | 
| void | OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) | 
| void | OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) | 
| bool | HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator) | 
| See SCR_BaseGameMode.HandlePlayerKilled.   | |
| void | OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData) | 
| Called after a player gets killed.   | |
| void | OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator) | 
| Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour.   | |
| void | OnPlayerDeleted (int playerId, IEntity player) | 
| Called after a player gets deleted.   | |
| void | OnPlayerRoleChange (int playerId, EPlayerRole roleFlags) | 
| Called when player role changes.   | |
| void | OnWorldPostProcess (World world) | 
| Called once loading of all entities of the world have been finished (still within the loading)   | |
| void | HandleOnLoadoutAssigned (int playerID, SCR_BasePlayerLoadout assignedLoadout) | 
| What happens when a player is assigned a loadout.   | |
| void | HandleOnFactionAssigned (int playerID, Faction assignedFaction) | 
| What happens when a player is assigned a faction.   | |
| void | HandleOnSpawnPointAssigned (int playerID, SCR_SpawnPoint spawnPoint) | 
| What happens when a player is assigned a spawn point.   | |
| void | OnControllableSpawned (IEntity entity) | 
| When a controllable entity is spawned, this event is raised.   | |
| void | OnControllableDestroyed (notnull SCR_InstigatorContextData instigatorContextData) | 
| When a controllable entity is destroyed, this event is raised.   | |
| void | OnControllableDeleted (IEntity entity) | 
| Prior to a controllable entity being DELETED, this event is raised.   | |
| void | SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent) | 
  Protected Attributes inherited from SCR_DeployMenuBaseScreenComponent | |
| string | m_sHeaderTitle | 
| string | m_sHeaderSubtitle | 
| ref SCR_DeployMenuBaseScreenLayout | m_BaseLayout | 
  Protected Attributes inherited from SCR_BaseGameModeComponent | |
| SCR_BaseGameMode | m_pGameMode | 
| The game mode entity this component is attached to.   | |
Debriefing screen component intended to be added to the GameMode.