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IEntity | GetTargetPlayer () |
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void | SetPlayerID (int playerID) |
| Assign player ID to this respawn point.
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int | GetPlayerID () |
| Get ID of the player this spawn point is assigned to.
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void | EnablePoint (int playerId, IEntity playerEntity) |
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void | DisablePoint (int playerId) |
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override bool | IsSpawnPointActive () |
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override void | GetPositionAndRotation (out vector pos, out vector rot) |
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override bool | CanReserveFor_S (int playerId, out SCR_ESpawnResult result=SCR_ESpawnResult.SPAWN_NOT_ALLOWED) |
| Authority: Returns whether this point can be reserved for provided player.
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override bool | PrepareSpawnedEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
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override bool | CanFinalizeSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
| Authority: The PrepareEntity_S step might start doing an operation which is not performed immediately, for such cases we can await the finalization by returning 'false', until spawned entity is in desired state.
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override void | OnFinalizeSpawnDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
| Authority: Callback for when finalization is done, e.g.
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void | ~SCR_PlayerSpawnPoint () |
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bool | IsSpawnPointVisibleForPlayer (int pid) |
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bool | IsSpawnPointEnabled () |
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void | SetSpawnPointEnabled_S (bool enabled) |
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ScriptInvokerBool | GetOnSpawnPointEnabled () |
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float | GetRespawnTime () |
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void | SetRespawnTime (float time) |
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bool | CanReserveFor_S (int playerId, out SCR_ESpawnResult result=SCR_ESpawnResult.SPAWN_NOT_ALLOWED) |
| Authority: Returns whether this point can be reserved for provided player.
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bool | IsReservedFor_S (int playerId) |
| Authority: Returns whether this point is currently reserved for provided player.
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bool | ReserveFor_S (int playerId) |
| Authority: Returns whether this point is currently reserved for provided player.
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void | ClearReservationFor_S (int playerId) |
| Authority: Clears reservation for provided player.
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float | GetSpawnRadius () |
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void | SetSpawnRadius (float radius) |
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RplId | GetRplId () |
| Returns RplId of this spawn point.
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void | SetUseNearbySpawnPositions (bool use) |
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void | GetPositionAndRotation (out vector pos, out vector rot) |
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bool | IsSpawnPointActive () |
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bool | GetVisibleInDeployMapOnly () |
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void | SetVisibleInDeployMapOnly (bool visible) |
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void | SetFaction (Faction faction) |
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void | SetFactionKey (string factionKey) |
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void | SetSpawnPositionRange (float range) |
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float | GetSpawnPositionRange () |
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array< SCR_Position > | GetChildSpawnPoints () |
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string | GetFactionKey () |
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SCR_UIInfo | GetInfo () |
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void | SetInfo (SCR_UIInfo info) |
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string | GetSpawnPointName () |
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void | SetSpawnPointName (string name) |
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bool | IsTimed () |
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void | SetIsTimed (bool isTimed) |
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void | LinkInfo (SCR_UIInfo info) |
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override void | SetColorAndText () |
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bool | PrepareSpawnedEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
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bool | CanFinalizeSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
| Authority: The PrepareEntity_S step might start doing an operation which is not performed immediately, for such cases we can await the finalization by returning 'false', until spawned entity is in desired state.
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void | OnFinalizeSpawnDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
| Authority: Callback for when finalization is done, e.g.
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override void | EOnInit (IEntity owner) |
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override bool | RplSave (ScriptBitWriter writer) |
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void | SCR_SpawnPoint (IEntitySource src, IEntity parent) |
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void | ~SCR_SpawnPoint () |
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void | SetColorAndText () |
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override void | _WB_AfterWorldUpdate (float timeSlice) |
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void | SCR_Position (IEntitySource src, IEntity parent) |
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static SCR_SpawnPointFinalizeSpawn_Invoker | GetOnSpawnPointFinalizeSpawn () |
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static void | ShowSpawnPointDescriptors (bool show, Faction faction) |
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static SCR_SpawnPoint | GetSpawnPointByRplId (RplId id) |
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static SCR_SpawnPoint | GetSpawnPointByIndex (int spawnPointIndex) |
| Return spawn point or null if out of bounds.
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static int | GetSpawnPointIndex (SCR_SpawnPoint spawnPoint) |
| Return spawn point index or -1 if not existant.
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static int | CountSpawnPoints () |
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static array< SCR_SpawnPoint > | GetSpawnPoints () |
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static SCR_SpawnPoint | GetRandomSpawnPointDeathmatch () |
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static SCR_SpawnPoint | GetRandomSpawnPoint (SCR_ChimeraCharacter character) |
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static array< SCR_SpawnPoint > | GetSpawnPointsForPlayer (SCR_ChimeraCharacter character) |
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static array< SCR_SpawnPoint > | GetSpawnPointsForFaction (string factionKey) |
| Get spawn points valid for given faction.
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static int | GetSpawnPointCountForFaction (string factionKey) |
| Get count of spawn points belonging to given faction.
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static SCR_SpawnPoint | GetRandomSpawnPointForFaction (string factionKey) |
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static ref ScriptInvoker | Event_OnSpawnPointCountChanged = new ScriptInvoker() |
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static ref ScriptInvoker | Event_SpawnPointFactionAssigned = new ScriptInvoker() |
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static ref SpawnPointInvoker | Event_SpawnPointAdded = new SpawnPointInvoker() |
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static ref SpawnPointInvoker | Event_SpawnPointRemoved = new SpawnPointInvoker() |
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static ref SCR_SpawnPointFinalizeSpawn_Invoker | s_OnSpawnPointFinalizeSpawn |
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static ref SCR_SpawnPointNameChanged_Invoker | OnSpawnPointNameChanged = new SCR_SpawnPointNameChanged_Invoker() |
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float | m_fUpdateInterval |
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ref SCR_PlayerUIInfo | m_PlayerInfo |
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int | m_iPlayerID |
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bool | m_bIsActive |
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Faction | m_CachedFaction |
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IEntity | m_TargetPlayer |
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RplComponent | m_RplComponent |
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float | m_fSpawnRadius |
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string | m_sFaction |
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bool | m_bShowInDeployMapOnly |
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bool | m_bTimedSpawnPoint |
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SCR_UIInfo | m_LinkedInfo |
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SCR_FactionAffiliationComponent | m_FactionAffiliationComponent |
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ref SCR_UIInfo | m_Info |
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bool | m_bUseNearbySpawnPositions |
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float | m_fSpawnPositionUsageRange |
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float | m_fRespawnTime |
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string | m_sSpawnPointName |
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ref array< SCR_Position > | m_aChildren = {} |
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ref set< int > | m_ReservationLocks = new set<int>() |
| Authority: Set of all pending players that have a reservation for this spawn point.
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ref ScriptInvokerBool | m_OnSetSpawnPointEnabled |
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bool | m_bSpawnPointEnabled |
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int | m_iColor = Color.WHITE |
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string | m_sText = string.Empty |
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