Arma Reforger Script API
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Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | List of all members
SCR_GameModeCleanSweep Interface Reference
Inheritance diagram for SCR_GameModeCleanSweep:
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Public Member Functions

void OnAreaChanged ()
 
void RespawnPlayers ()
 
void SetSwapSides (bool swapSides)
 
void SetArea (int targetAreaID)
 
void CheckActiveAreaState ()
 
override void EOnFrame (IEntity owner, float timeSlice)
 
void ReplicatedShowHint (int hintID, float showTime)
 
void ShowHint (int hintID, float showTime)
 
void HideHint ()
 
void SpawnEnemies ()
 
vector GetPlayersCenter ()
 
int GetActiveAreas (array< SCR_CleanSweepArea > activeAreas)
 
void InitializeServer ()
 
PlayerController GetGameMaster ()
 
PlayerController PickNewGameMaster (int exclude=-1)
 
void ShowAreaSelectionToGameMaster ()
 
void ShowAreaSelectionUI ()
 
override void OnPlayerRegistered (int playerId)
 Called on every machine after a player is registered (identity, name etc.).
 
override void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 Called after a player is disconnected.
 
override void EOnInit (IEntity owner)
 
- Public Member Functions inherited from SCR_BaseGameMode
bool IsResourceTypeEnabled (EResourceType resourceType=EResourceType.SUPPLIES)
 
int GetDisabledResourceTypes (inout notnull array< EResourceType > disabledResourceTypes)
 
void SetResourceTypeEnabled (bool enable, EResourceType resourceType=EResourceType.SUPPLIES, int playerID=-1)
 Change if supplies are enabled or not.
 
ScriptInvokerBase< SCR_BaseGameMode_OnResourceEnabledChanged > GetOnResourceTypeEnabledChanged ()
 
bool CanStartSpawnPreload ()
 
bool IsRunning ()
 Returns whether current game mode is running its game loop.
 
SCR_EGameModeState GetState ()
 Returns current game state.
 
sealed bool IsMaster ()
 Returns whether the owner of this instance is authority or not.
 
float GetElapsedTime ()
 Returns elapsed time from the start of this game in seconds.
 
float GetTimeLimit ()
 Returns the game duration from the start of game in seconds or 0 if none.
 
float GetRemainingTime ()
 Returns the remaining time of this game in seconds or -1 if none or undefined.
 
bool IsHosted ()
 
void CachePlayerSpawnPosition (int playerID, vector position)
 
SCR_RespawnSystemComponent GetRespawnSystemComponent ()
 Returns respawn system component attached to this gamemode.
 
SCR_GameModeHealthSettings GetGameModeHealthSettings ()
 
SCR_BaseScoringSystemComponent GetScoringSystemComponent ()
 Returns scoring system component attached to this game mode or null if none.
 
void StartGameMode ()
 Server-only call that starts current session.
 
void EndGameMode (SCR_GameModeEndData endData)
 Server-only call that marks current session as complete.
 
SCR_GameModeEndData GetEndGameData ()
 Get end game data will return null if game has not ended.
 
ScriptInvoker GetOnGameStart ()
 
ScriptInvoker GetOnGameEnd ()
 
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > GetOnPlayerAuditSuccess ()
 
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > GetOnPlayerAuditFail ()
 
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > GetOnPlayerAuditTimeouted ()
 
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > GetOnPlayerAuditRevived ()
 
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > GetOnPlayerConnected ()
 
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > GetOnPlayerRegistered ()
 
ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > GetOnPlayerDisconnected ()
 
ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > GetOnPostCompPlayerDisconnected ()
 Called on player disconnect and after Gamemode components are notified.
 
ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > GetOnPlayerSpawned ()
 
ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > GetOnPlayerKilled ()
 
ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > GetOnPlayerDeleted ()
 
ScriptInvokerBase< SCR_BaseGameMode_OnPlayerRoleChanged > GetOnPlayerRoleChange ()
 
ScriptInvoker GetOnWorldPostProcess ()
 
ScriptInvoker GetOnControllableSpawned ()
 
ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > GetOnControllableDestroyed ()
 
ScriptInvoker GetOnControllableDeleted ()
 
ScriptInvoker GetOnGameModeEnd ()
 Get on game end script invoker called on every machine.
 
WorldTimestamp GetGameEndTimeStamp ()
 Returns local timestamp when endgame was called.
 
float GetAutoReloadDelay ()
 Returns delay of mission reload (if enabled) in seconds or else 0 if disabled.
 
void OnGameEnd ()
 
bool IsFactionChangeAllowed ()
 
override void OnPlayerAuditSuccess (int iPlayerID)
 
override void OnPlayerAuditFail (int iPlayerID)
 
override void OnPlayerAuditTimeouted (int iPlayerID)
 
override void OnPlayerAuditRevived (int iPlayerID)
 
override void OnPlayerConnected (int playerId)
 Called after a player is connected.
 
override void OnWorldPostProcess (World world)
 Called once loading of all entities of the world have been finished (still within the loading)
 
void OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 Authority: Callback raised when the spawn process failed.
 
void OnPlayerEntityChanged_S (int playerId, IEntity previousEntity, IEntity newEntity)
 Authority: Callback raised when the spawn system causes provided player's controlled entity to change.
 
bool PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 Authority only: During the spawn process (after validation pass), the SCR_SpawnHandlerComponent can opt to prepare spawned entity.
 
void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 Authority only: Whenever a SCR_SpawnHandlerComponent processes a spawn request and finished the finalization stage (awaits finalization, passes control to client) this method is called.
 
void OnPlayerSpawnOnPoint_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnPointSpawnData spawnPointData)
 Authority: Callback raised when the spawn system causes provided player to spawn with an entity at given spawn point.
 
void OnPlayerLoadoutSet_S (SCR_PlayerLoadoutComponent loadoutComponent, SCR_BasePlayerLoadout loadout)
 Authority: Callback raised when provided player (SCR_PlayerLoadoutComponent.GetPlayerController()) has their loadout set.
 
void OnPlayerFactionSet_S (SCR_PlayerFactionAffiliationComponent factionComponent, Faction faction)
 Authority: Callback raised when provided player (SCR_PlayerFactionAffiliationComponent.GetPlayerController()) has their faction set.
 
bool CanPlayerSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, out SCR_ESpawnResult result=SCR_ESpawnResult.SPAWN_NOT_ALLOWED)
 Authority: Override and implement logic for whether provided player can spawn.
 
int GetPlayerRemainingRespawnTime (int playerID)
 Returns remaining respawn time in seconds for given player.
 
override bool RplSave (ScriptBitWriter writer)
 
override bool RplLoad (ScriptBitReader reader)
 
void HandleOnTasksInitialized ()
 Called once tasks are initialized.
 
bool GetAllowControls ()
 
SCR_BaseGameModeStateComponent GetStateComponent (SCR_EGameModeState state)
 
bool PauseGame (bool pause, SCR_EPauseReason reason=SCR_EPauseReason.SYSTEM)
 Pause or unpause game.
 
bool CanBePaused ()
 Return true if client is offline.
 
override void EOnFrame (IEntity owner, float timeSlice)
 
override void EOnInit (IEntity owner)
 
OnPreloadFinishedInvoker GetOnPreloadFinished ()
 
void StartSpawnPreload (vector position)
 
void SCR_BaseGameMode (IEntitySource src, IEntity parent)
 
void ~SCR_BaseGameMode ()
 
void OnWorldPostProcess (World world)
 Event called once loading of all entities of the world have been finished. (still within the loading)
 

Public Attributes

int m_iMinAiGroups
 
int m_iMaxAiGroups
 
float m_fAiGroupsPerPlayer
 
ResourceName m_GroupType
 
ResourceName m_AreaSelectionLayout
 
bool m_bSwapSides
 
Widget m_wRoot
 
Widget m_wAreaSelectionWidget
 
TextWidget m_wText
 
ref array< IEntity > m_aEnemySoldiers = new array<IEntity>
 
ref array< SCR_AIGroupm_aGroups
 
ref array< SCR_SpawnPointm_aEnemySpawnPoints
 
ref array< SCR_SpawnPointm_aPlayerSpawnPoints
 
AIWaypoint m_AttackWP
 
int m_iGameMasterID = -1
 
int areaID = INVALID_AREA_INDEX
 

Static Public Attributes

const int INVALID_AREA_INDEX = -1
 
const string ENEMY_PRESENCE_ELIMINATED_TEXT = "Enemy presence eliminated!\nNew area is being selected.\nPlease wait."
 
- Static Public Attributes inherited from SCR_BaseGameMode
const static string WB_GAME_MODE_CATEGORY = "Game Mode"
 

Protected Member Functions

void RPC_ShowHint (int hintID, float time)
 
override void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player gets killed.
 
- Protected Member Functions inherited from SCR_BaseGameMode
void OnResourceTypeEnabledChanged ()
 \Called when Global Supplies is set to enabled or disabled (Server and client)
 
void OnGameStateChanged ()
 Called when game state changed, i.e.
 
bool CanStartGameMode ()
 Server-only logic that implements whether we can transition from pre-game (if enabled) to game loop.
 
void OnGameModeStart ()
 Called on every machine when game mode starts by OnGameStateChanged.
 
void OnGameModeEnd (SCR_GameModeEndData endData)
 Called on every machine when game mode ends by OnGameStateChanged.
 
void RestartSession ()
 Reloads current session (authority only).
 
override void OnGameStart ()
 Gets called after world is initialized but before first ticks.
 
override void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 Called after a player is disconnected.
 
override void OnPlayerRegistered (int playerId)
 Called on every machine after a player is registered (identity, name etc.).
 
override void OnPlayerSpawned (int playerId, IEntity controlledEntity)
 Called after a player is spawned.
 
override bool HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player is killed, but before 'OnPlayerKilled'.
 
override void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Default player kill behaviour. Called when a player is killed (and HandlePlayerKilled returns true).
 
void OnPlayerKilledEx (notnull SCR_InstigatorContextData instigatorContextData)
 Extended OnPlayer Kill, called after BaseGamemode has executed the OnPlayerKilled Param[in] instigatorContextData Instigator context data of the killer and victim.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after player kill behaviour is handled by a component overriding the generic logic.
 
void OnPlayerDeleted (int playerId, IEntity player)
 
override void OnPlayerRoleChange (int playerId, EPlayerRole roleFlags)
 Called when player role changes.
 
override void OnControllableSpawned (IEntity entity)
 When a controllable entity is spawned, this event is raised.
 
override void OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator instigator)
 
void OnControllableDestroyedEx (notnull SCR_InstigatorContextData instigatorContextData)
 Extended controlled character Kill or destroyed, called after BaseGamemode has executed the OnControllableDestroyed Param[in] instigatorContextData Instigator context data of the killer and victim.
 
override void OnControllableDeleted (IEntity entity)
 
void ConsumeSuppliesOnPlayerSpawn_S (int playerID, IEntity spawnPoint, SCR_PlayerLoadoutComponent loadoutComp)
 
void SetLocalControls (bool enabled)
 Enable or disable controls for the local client.
 
bool GetAllowControlsTarget ()
 
void HandleSpawnPreload (float timeSlice)
 
void OnGameStart ()
 Gets called after world is initialized but before first ticks.
 
void OnPlayerAuditSuccess (int iPlayerID)
 
void OnPlayerAuditFail (int iPlayerID)
 
void OnPlayerAuditTimeouted (int iPlayerID)
 
void OnPlayerAuditRevived (int iPlayerID)
 
void OnPlayerConnected (int playerId)
 Called after a player is connected.
 
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 HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player is killed, but before 'OnPlayerKilled'.
 
void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player gets killed (but only after 'SCR_HandlePlayerKilled' returns true).
 
void OnControllableSpawned (IEntity entity)
 When a controllable entity is spawned, this event is raised.
 
void OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator instigator)
 
void OnControllableDeleted (IEntity entity)
 
void OnPlayerRoleChange (int playerId, EPlayerRole roleFlags)
 Called when player role changes.
 

Additional Inherited Members

- Protected Attributes inherited from SCR_BaseGameMode
ref ScriptInvoker Event_OnGameStart = new ScriptInvoker()
 
ref ScriptInvoker m_OnGameEnd = new ScriptInvoker()
 
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > m_OnPlayerAuditSuccess = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > m_OnPlayerAuditFail = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > m_OnPlayerAuditTimeouted = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > m_OnPlayerAuditRevived = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > m_OnPlayerConnected = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > m_OnPlayerRegistered = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > m_OnPlayerDisconnected = new ScriptInvokerBase<SCR_BaseGameMode_OnPlayerDisconnected>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > m_OnPostCompPlayerDisconnected = new ScriptInvokerBase<SCR_BaseGameMode_OnPlayerDisconnected>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > m_OnPlayerSpawned = new ScriptInvokerBase<SCR_BaseGameMode_PlayerIdAndEntity>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > m_OnPlayerKilled = new ScriptInvokerBase<SCR_BaseGameMode_OnControllableDestroyed>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > m_OnControllableDestroyed = new ScriptInvokerBase<SCR_BaseGameMode_OnControllableDestroyed>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > m_OnPlayerDeleted = new ScriptInvokerBase<SCR_BaseGameMode_PlayerIdAndEntity>()
 
ref ScriptInvokerBase< SCR_BaseGameMode_OnPlayerRoleChanged > m_OnPlayerRoleChange = new ScriptInvokerBase<SCR_BaseGameMode_OnPlayerRoleChanged>()
 
ref ScriptInvoker m_OnWorldPostProcess = new ScriptInvoker()
 
ref ScriptInvoker m_OnControllableSpawned = new ScriptInvoker()
 
ref ScriptInvoker m_OnControllableDeleted = new ScriptInvoker()
 
ref ScriptInvoker m_OnGameModeEnd = new ScriptInvoker()
 
ref ScriptInvokerBase< SCR_BaseGameMode_OnResourceEnabledChanged > m_OnResourceTypeEnabledChanged
 
SCR_EPauseReason m_ePauseReasons
 
EGameFlags m_eTestGameFlags
 
bool m_bAutoPlayerRespawn
 
bool m_bAllowFactionChange
 
bool m_bAdvanceTimeRequiresPlayers
 
float m_fTimeElapsed
 Elapsed time from the beginning of the game mode in seconds.
 
bool m_bAllowControls = true
 If false, controls are disable for the time being.
 
float m_fTimeCorrectionInterval = 10.0
 Interval of time synchronization in seconds.
 
float m_fLastTimeCorrection
 Last timestamp of sent time correction for the server.
 
bool m_bIsHosted
 Is the session hosted by a player?
 
RplComponent m_RplComponent
 
SCR_GameModeHealthSettings m_pGameModeHealthSettings
 
SCR_RespawnSystemComponent m_pRespawnSystemComponent
 
SCR_BaseScoringSystemComponent m_ScoringSystemComponent
 
SCR_RespawnTimerComponent m_RespawnTimerComponent
 
ref array< SCR_BaseGameModeComponentm_aAdditionalGamemodeComponents = new array<SCR_BaseGameModeComponent>()
 Additional game mode components attached to this gamemode where we dispatch all our game mode related events to.
 
ref map< int, vector > m_mPlayerSpawnPosition = new map<int, vector>()
 Used on server to respawn player on their original position after reconnecting.
 
ref map< SCR_EGameModeState, SCR_BaseGameModeStateComponentm_mStateComponents = new map<SCR_EGameModeState, SCR_BaseGameModeStateComponent>()
 Map of components per state.
 
bool m_bUseSpawnPreload
 Spawn location preload.
 
ref SCR_SpawnPreload m_SpawnPreload
 
ref OnPreloadFinishedInvoker m_OnPreloadFinished
 
ref array< EResourceType > m_aDisabledResourceTypes
 
WorldTimestamp m_GameEndTimeStamp = null
 

Member Function Documentation

◆ CheckActiveAreaState()

void SCR_GameModeCleanSweep.CheckActiveAreaState ( )

◆ EOnFrame()

override void SCR_GameModeCleanSweep.EOnFrame ( IEntity  owner,
float  timeSlice 
)

Implements SCR_BaseGameMode.

◆ EOnInit()

override void SCR_GameModeCleanSweep.EOnInit ( IEntity  owner)

Implements SCR_BaseGameMode.

◆ GetActiveAreas()

int SCR_GameModeCleanSweep.GetActiveAreas ( array< SCR_CleanSweepArea activeAreas)

◆ GetGameMaster()

PlayerController SCR_GameModeCleanSweep.GetGameMaster ( )

◆ GetPlayersCenter()

vector SCR_GameModeCleanSweep.GetPlayersCenter ( )

◆ HideHint()

void SCR_GameModeCleanSweep.HideHint ( )

◆ InitializeServer()

void SCR_GameModeCleanSweep.InitializeServer ( )

◆ OnAreaChanged()

void SCR_GameModeCleanSweep.OnAreaChanged ( )

◆ OnPlayerDisconnected()

override void SCR_GameModeCleanSweep.OnPlayerDisconnected ( int  playerId,
KickCauseCode  cause,
int  timeout 
)

Called after a player is disconnected.

Parameters
playerIdPlayerId of disconnected player.

Implements SCR_BaseGameMode.

◆ OnPlayerKilled()

override void SCR_GameModeCleanSweep.OnPlayerKilled ( int  playerId,
IEntity  playerEntity,
IEntity  killerEntity,
notnull Instigator  killer 
)
protected

Called after a player gets killed.

Parameters
playerIdPlayerId of victim player.
playerEntity of victim player if any.
killerEntityEntity of killer instigator if any.
killerinstigator of the kill

Implements SCR_BaseGameMode.

◆ OnPlayerRegistered()

override void SCR_GameModeCleanSweep.OnPlayerRegistered ( int  playerId)

Called on every machine after a player is registered (identity, name etc.).

Always called after OnPlayerConnected.

Parameters
playerIdPlayerId of registered player.

Implements SCR_BaseGameMode.

◆ PickNewGameMaster()

PlayerController SCR_GameModeCleanSweep.PickNewGameMaster ( int  exclude = -1)

◆ ReplicatedShowHint()

void SCR_GameModeCleanSweep.ReplicatedShowHint ( int  hintID,
float  showTime 
)

◆ RespawnPlayers()

void SCR_GameModeCleanSweep.RespawnPlayers ( )

◆ RPC_ShowHint()

void SCR_GameModeCleanSweep.RPC_ShowHint ( int  hintID,
float  time 
)
protected

◆ SetArea()

void SCR_GameModeCleanSweep.SetArea ( int  targetAreaID)

◆ SetSwapSides()

void SCR_GameModeCleanSweep.SetSwapSides ( bool  swapSides)

◆ ShowAreaSelectionToGameMaster()

void SCR_GameModeCleanSweep.ShowAreaSelectionToGameMaster ( )

◆ ShowAreaSelectionUI()

void SCR_GameModeCleanSweep.ShowAreaSelectionUI ( )

◆ ShowHint()

void SCR_GameModeCleanSweep.ShowHint ( int  hintID,
float  showTime 
)

◆ SpawnEnemies()

void SCR_GameModeCleanSweep.SpawnEnemies ( )

Member Data Documentation

◆ areaID

int SCR_GameModeCleanSweep.areaID = INVALID_AREA_INDEX

◆ ENEMY_PRESENCE_ELIMINATED_TEXT

const string SCR_GameModeCleanSweep.ENEMY_PRESENCE_ELIMINATED_TEXT = "Enemy presence eliminated!\nNew area is being selected.\nPlease wait."
static

◆ INVALID_AREA_INDEX

const int SCR_GameModeCleanSweep.INVALID_AREA_INDEX = -1
static

◆ m_aEnemySoldiers

ref array<IEntity> SCR_GameModeCleanSweep.m_aEnemySoldiers = new array<IEntity>

◆ m_aEnemySpawnPoints

ref array<SCR_SpawnPoint> SCR_GameModeCleanSweep.m_aEnemySpawnPoints

◆ m_aGroups

ref array<SCR_AIGroup> SCR_GameModeCleanSweep.m_aGroups

◆ m_aPlayerSpawnPoints

ref array<SCR_SpawnPoint> SCR_GameModeCleanSweep.m_aPlayerSpawnPoints

◆ m_AreaSelectionLayout

ResourceName SCR_GameModeCleanSweep.m_AreaSelectionLayout

◆ m_AttackWP

AIWaypoint SCR_GameModeCleanSweep.m_AttackWP

◆ m_bSwapSides

bool SCR_GameModeCleanSweep.m_bSwapSides

◆ m_fAiGroupsPerPlayer

float SCR_GameModeCleanSweep.m_fAiGroupsPerPlayer

◆ m_GroupType

ResourceName SCR_GameModeCleanSweep.m_GroupType

◆ m_iGameMasterID

int SCR_GameModeCleanSweep.m_iGameMasterID = -1

◆ m_iMaxAiGroups

int SCR_GameModeCleanSweep.m_iMaxAiGroups

◆ m_iMinAiGroups

int SCR_GameModeCleanSweep.m_iMinAiGroups

◆ m_wAreaSelectionWidget

Widget SCR_GameModeCleanSweep.m_wAreaSelectionWidget

◆ m_wRoot

Widget SCR_GameModeCleanSweep.m_wRoot

◆ m_wText

TextWidget SCR_GameModeCleanSweep.m_wText

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