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Deployable spawn point that preserves its prefab-configured budget type instead of letting the gamemode override it. More...
Public Member Functions | |
| override void | EOnInit (IEntity owner) |
Public Member Functions inherited from SCR_RestrictedDeployableSpawnPointComponent | |
| override void | Deploy (IEntity userEntity, bool reload=false) |
| Check if deploy is possible, then call super.Deploy() | |
| void | DeployByGroup (notnull SCR_AIGroup group, IEntity userEntity=null, bool reload=false) |
| override void | Dismantle (IEntity userEntity=null, bool reload=false) |
| Cache respawn count; then call super.Dismantle() | |
| void | ShowInfo (notnull IEntity userEntity) |
| Display amount of respawns left - called from SCR_ShowDeployableSpawnPointInfo.PerformAction. | |
| void | ToggleSpawningWithLoadout (IEntity userEntity=null) |
| Toggles spawning with custom loadout. | |
| void | SetSpawningWithLoadout (bool allow, IEntity userEntity=null) |
| bool | IsCustomLoadoutsAllowed () |
| bool | CanDeployBePerformed (out string reason) |
| override bool | CanDeployBeShown (notnull IEntity userEntity) |
| override bool | CanDismantleBeShown (notnull IEntity userEntity) |
| bool | CanInfoBeShown (notnull IEntity userEntity) |
| bool | CanOpenStorageBeShown (notnull IEntity userEntity) |
| bool | CanToggleLoadoutSpawningBeShown (notnull IEntity userEntity) |
| bool | GetAllowAllGroupsToSpawn () |
| bool | GetIgnoreEnemyCharacters () |
| int | GetGroupID () |
| float | GetQueryRadiusCharacters () |
| void | SetRespawnCount (int respawnCount) |
| int | GetRespawnCount () |
| int | GetMaxRespawns () |
| void | SetMaxRespawns (int maxRespawns) |
| void | SetBudgetType (SCR_ESpawnPointBudgetType budgetType) |
| SCR_ESpawnPointBudgetType | GetBudgetType () |
| void | SetSuppliesValue (float value, bool refreshDeployedContainer=true) |
| float | GetSuppliesValue (bool refreshFromDeployedContainer=true) |
| override void | Update (float timeSlice) |
| override void | OnDelete (IEntity owner) |
Public Member Functions inherited from SCR_BaseDeployableSpawnPointComponent | |
| SCR_SpawnPoint | GetSpawnPoint () |
| void | ~SCR_BaseDeployableSpawnPointComponent () |
Public Member Functions inherited from SCR_BaseDeployableInventoryItemComponent | |
| void | SetDeploying (bool isDeploying) |
| bool | IsDeploying () |
| SCR_DeployableItemState | GetOnDeployedStateChanged () |
| void | OnCompositionDestroyed (IEntity instigator) |
| Callback method that is triggered when composition is destroyed. | |
| void | SetItemOwner (int playerId) |
| void | Reload () |
| Dismantle and redeploy to update settings. | |
| bool | IsDeployed () |
| int | GetItemOwnerID () |
| override void | OnPostInit (IEntity owner) |
Deployable spawn point that preserves its prefab-configured budget type instead of letting the gamemode override it.
Used for FIA hideout tents that should always consume supplies regardless of gamemode settings.
| override void SCR_HideoutDeployableSpawnPointComponent.EOnInit | ( | IEntity | owner | ) |
Implements SCR_RestrictedDeployableSpawnPointComponent.