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

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

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.
 

Member Function Documentation

◆ GetLocalPlayerRespawnComponent()

SCR_RespawnComponent SCR_SpawnLogic.GetLocalPlayerRespawnComponent ( )

◆ GetPlayerFactionComponent_S()

SCR_PlayerFactionAffiliationComponent SCR_SpawnLogic.GetPlayerFactionComponent_S ( int  playerId)

◆ GetPlayerLoadoutComponent_S()

SCR_PlayerLoadoutComponent SCR_SpawnLogic.GetPlayerLoadoutComponent_S ( int  playerId)

◆ GetPlayerRespawnComponent_S()

SCR_RespawnComponent SCR_SpawnLogic.GetPlayerRespawnComponent_S ( int  playerId)

◆ IsEligibleForReconnection()

bool SCR_SpawnLogic.IsEligibleForReconnection ( int  playerId)

◆ NotifyPlayerReadyForSpawn()

void SCR_SpawnLogic.NotifyPlayerReadyForSpawn ( int  playerId)
protected

Notify the target player that they are ready for spawn.

Useful for cases of manual spawning, e.g. when user should open respawn menu and similar.

◆ OnInit()

void SCR_SpawnLogic.OnInit ( SCR_RespawnSystemComponent  owner)

Implemented in SCR_AutoSpawnLogic, and SCR_MenuSpawnLogic.

◆ OnPlayerDeleted_S()

void SCR_SpawnLogic.OnPlayerDeleted_S ( int  playerId)

◆ OnPlayerDisconnected_S()

void SCR_SpawnLogic.OnPlayerDisconnected_S ( int  playerId,
KickCauseCode  cause,
int  timeout 
)

Implemented in SCR_AutoSpawnLogic.

◆ OnPlayerEntityChanged_S()

void SCR_SpawnLogic.OnPlayerEntityChanged_S ( int  playerId,
IEntity  previousEntity,
IEntity  newEntity 
)

◆ OnPlayerEntityLost_S()

void SCR_SpawnLogic.OnPlayerEntityLost_S ( int  playerId)
protected

Called whenever provided player loses controlled entity, this can occur e.g.

when a player dies or their entity is deleted.

Implemented in SCR_AutoSpawnLogic, and SCR_MenuSpawnLogic.

◆ OnPlayerKilled_S()

void SCR_SpawnLogic.OnPlayerKilled_S ( int  playerId,
IEntity  playerEntity,
IEntity  killerEntity,
notnull Instigator  killer 
)

◆ OnPlayerRegistered_S()

void SCR_SpawnLogic.OnPlayerRegistered_S ( int  playerId)

Implemented in SCR_AutoSpawnLogic, and SCR_MenuSpawnLogic.

◆ OnPlayerSpawned_S()

void SCR_SpawnLogic.OnPlayerSpawned_S ( int  playerId,
IEntity  entity 
)

Implemented in SCR_TutorialSpawnLogic.

◆ OnPlayerSpawnFailed_S()

void SCR_SpawnLogic.OnPlayerSpawnFailed_S ( int  playerId)
protected

Implemented in SCR_AutoSpawnLogic.

◆ OnPlayerSpawnRequest_S()

void SCR_SpawnLogic.OnPlayerSpawnRequest_S ( SCR_SpawnRequestComponent  requestComponent)

◆ OnPlayerSpawnResponse_S()

void SCR_SpawnLogic.OnPlayerSpawnResponse_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_ESpawnResult  response 
)

◆ ResolveReconnection()

bool SCR_SpawnLogic.ResolveReconnection ( int  playerId,
out IEntity  assignedEntity 
)
protected

Resolves spawn using the SCR_ReconnectComponent for player of given playerId.

If such player is eligible for spawning this way, action is taken and true is returned on success (entity given over), false otherwise.

Parameters
playerIdPlayer
assignedEntityReturned entity if successful

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