◆ GetLocalPlayerRespawnComponent()
◆ GetPlayerFactionComponent_S()
◆ GetPlayerLoadoutComponent_S()
◆ GetPlayerRespawnComponent_S()
◆ 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()
◆ OnPlayerDeleted_S()
void SCR_SpawnLogic.OnPlayerDeleted_S |
( |
int |
playerId | ) |
|
◆ OnPlayerDisconnected_S()
void SCR_SpawnLogic.OnPlayerDisconnected_S |
( |
int |
playerId, |
|
|
KickCauseCode |
cause, |
|
|
int |
timeout |
|
) |
| |
◆ 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 | ) |
|
◆ OnPlayerSpawned_S()
void SCR_SpawnLogic.OnPlayerSpawned_S |
( |
int |
playerId, |
|
|
IEntity |
entity |
|
) |
| |
◆ OnPlayerSpawnFailed_S()
void SCR_SpawnLogic.OnPlayerSpawnFailed_S |
( |
int |
playerId | ) |
|
|
protected |
◆ OnPlayerSpawnRequest_S()
◆ OnPlayerSpawnResponse_S()
◆ 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
-
playerId | Player |
assignedEntity | Returned entity if successful |
The documentation for this interface was generated from the following file:
- Game/Respawn/Logic/SCR_SpawnLogic.c