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| void | OnInit (SCR_RespawnSystemComponent owner) |
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| void | OnPlayerRegistered_S (int playerId) |
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| void | OnPlayerAuditSuccess_S (int playerId) |
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| void | OnPlayerDisconnected_S (int playerId, KickCauseCode cause, int timeout) |
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| void | OnPlayerSpawnRequest_S (SCR_SpawnRequestComponent requestComponent) |
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| void | OnPlayerSpawnResponse_S (SCR_SpawnRequestComponent requestComponent, SCR_ESpawnResult response) |
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| void | OnPlayerSpawned_S (int playerId, IEntity entity) |
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| void | OnPlayerEntityChanged_S (int playerId, IEntity previousEntity, IEntity newEntity) |
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| void | OnPlayerKilled_S (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
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| void | OnPlayerDeleted_S (int playerId, bool isDisconnect) |
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| void | StoreControlledEntityIds (notnull SCR_PlayerController playerController, UUID playerCharacterId, UUID controlledCharacterId) |
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| SCR_RespawnComponent | GetPlayerRespawnComponent_S (int playerId) |
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| SCR_RespawnComponent | GetLocalPlayerRespawnComponent () |
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| SCR_PlayerFactionAffiliationComponent | GetPlayerFactionComponent_S (int playerId) |
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| SCR_PlayerLoadoutComponent | GetPlayerLoadoutComponent_S (int playerId) |
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| void | SetupPersistenceCollections (SCR_RespawnSystemComponent owner) |
| | Override with your own collection name if customized.
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| void | OnPlayerSpawnFailed_S (int playerId) |
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| void | OnPlayerEntityLost_S (int playerId) |
| | Called whenever provided player loses controlled entity, this can occur e.g.
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| void | NotifyPlayerReadyForSpawn (int playerId) |
| | Notify the target player that they are ready for spawn.
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| void | ApplyPendingPosession (int playerId) |
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| void | ExcuteInitialLoadOrSpawn_S (int playerId) |
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| void | RequestPlayerData_S (int playerId) |
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| void | OnPlayerDataLoaded_S (EPersistenceStatusCode statusCode, Managed result, bool isLast, Managed context) |
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| void | OnPlayerCharacterLoaded_S (EPersistenceStatusCode statusCode, Managed result, bool isLast, Managed context) |
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| void | OnControlledCharacterAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context) |
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| bool | ConsumeControlledEntityIds (notnull SCR_PlayerController playerController, out UUID playerCharacterId, out UUID controlledCharacterId) |
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| bool | ForgetControlledEntityIds (notnull SCR_PlayerController playerController) |
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| void | DoInitialSpawn_S (int playerId) |
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| void | DoSpawn_S (int playerId) |
| | Implement the actual spawn behaviour.
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| bool | ResolveReconnection (int playerId) |
| | Resolves spawn using the SCR_ReconnectComponent for player of given playerId.
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| bool | HandlePlayFromCamera () |
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◆ ApplyPendingPosession()
| void SCR_SpawnLogic.ApplyPendingPosession |
( |
int | playerId | ) |
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protected |
◆ ConsumeControlledEntityIds()
| bool SCR_SpawnLogic.ConsumeControlledEntityIds |
( |
notnull SCR_PlayerController | playerController, |
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out UUID | playerCharacterId, |
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out UUID | controlledCharacterId ) |
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◆ DoInitialSpawn_S()
| void SCR_SpawnLogic.DoInitialSpawn_S |
( |
int | playerId | ) |
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◆ DoSpawn_S()
| void SCR_SpawnLogic.DoSpawn_S |
( |
int | playerId | ) |
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◆ ExcuteInitialLoadOrSpawn_S()
| void SCR_SpawnLogic.ExcuteInitialLoadOrSpawn_S |
( |
int | playerId | ) |
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◆ ForgetControlledEntityIds()
◆ GetLocalPlayerRespawnComponent()
◆ GetPlayerFactionComponent_S()
◆ GetPlayerLoadoutComponent_S()
◆ GetPlayerRespawnComponent_S()
◆ HandlePlayFromCamera()
| bool SCR_SpawnLogic.HandlePlayFromCamera |
( |
| ) |
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◆ NotifyPlayerReadyForSpawn()
| void SCR_SpawnLogic.NotifyPlayerReadyForSpawn |
( |
int | playerId | ) |
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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.
◆ OnControlledCharacterAvailable()
◆ OnInit()
◆ OnPlayerAuditSuccess_S()
| void SCR_SpawnLogic.OnPlayerAuditSuccess_S |
( |
int | playerId | ) |
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◆ OnPlayerCharacterLoaded_S()
| void SCR_SpawnLogic.OnPlayerCharacterLoaded_S |
( |
EPersistenceStatusCode | statusCode, |
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Managed | result, |
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bool | isLast, |
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Managed | context ) |
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protected |
◆ OnPlayerDataLoaded_S()
| void SCR_SpawnLogic.OnPlayerDataLoaded_S |
( |
EPersistenceStatusCode | statusCode, |
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Managed | result, |
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bool | isLast, |
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Managed | context ) |
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protected |
◆ OnPlayerDeleted_S()
| void SCR_SpawnLogic.OnPlayerDeleted_S |
( |
int | playerId, |
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bool | isDisconnect ) |
◆ OnPlayerDisconnected_S()
| void SCR_SpawnLogic.OnPlayerDisconnected_S |
( |
int | playerId, |
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KickCauseCode | cause, |
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int | timeout ) |
◆ OnPlayerEntityChanged_S()
| void SCR_SpawnLogic.OnPlayerEntityChanged_S |
( |
int | playerId, |
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IEntity | previousEntity, |
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IEntity | newEntity ) |
◆ OnPlayerEntityLost_S()
| void SCR_SpawnLogic.OnPlayerEntityLost_S |
( |
int | playerId | ) |
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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, |
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IEntity | playerEntity, |
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IEntity | killerEntity, |
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notnull Instigator | killer ) |
◆ OnPlayerRegistered_S()
| void SCR_SpawnLogic.OnPlayerRegistered_S |
( |
int | playerId | ) |
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◆ OnPlayerSpawned_S()
| void SCR_SpawnLogic.OnPlayerSpawned_S |
( |
int | playerId, |
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IEntity | entity ) |
◆ OnPlayerSpawnFailed_S()
| void SCR_SpawnLogic.OnPlayerSpawnFailed_S |
( |
int | playerId | ) |
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protected |
◆ OnPlayerSpawnRequest_S()
◆ OnPlayerSpawnResponse_S()
◆ RequestPlayerData_S()
| void SCR_SpawnLogic.RequestPlayerData_S |
( |
int | playerId | ) |
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protected |
◆ ResolveReconnection()
| bool SCR_SpawnLogic.ResolveReconnection |
( |
int | playerId | ) |
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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
-
- Returns
- True if existing entity was re-assigned to him
◆ SetupPersistenceCollections()
Override with your own collection name if customized.
◆ StoreControlledEntityIds()
| void SCR_SpawnLogic.StoreControlledEntityIds |
( |
notnull SCR_PlayerController | playerController, |
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UUID | playerCharacterId, |
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UUID | controlledCharacterId ) |
◆ m_aStoredControlledEntityIds
| ref array<ref Tuple3<SCR_PlayerController, UUID, UUID> > SCR_SpawnLogic.m_aStoredControlledEntityIds = {} |
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◆ m_CharacterCollection
◆ m_eDisconnectCharacterBehaviour
| SCR_ESpawnLogicDisconnectBehaviour SCR_SpawnLogic.m_eDisconnectCharacterBehaviour |
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◆ m_eDisconnectPlayerControllerBehaviour
| SCR_ESpawnLogicDisconnectBehaviour SCR_SpawnLogic.m_eDisconnectPlayerControllerBehaviour |
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protected |
◆ m_mPendingPosessions
| ref map<int, UUID> SCR_SpawnLogic.m_mPendingPosessions = new map<int, UUID>() |
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protected |
◆ m_Persistence
◆ m_PlayerCollection
◆ m_RespawnSystem
◆ s_vPlayFromCameraPos
| vector SCR_SpawnLogic.s_vPlayFromCameraPos |
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staticprotected |
◆ s_vPlayFromCameraYpr
| vector SCR_SpawnLogic.s_vPlayFromCameraYpr |
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staticprotected |
The documentation for this interface was generated from the following file:
- Game/Respawn/Logic/SCR_SpawnLogic.c