◆ ~SCR_SpawnPositionComponent()
void SCR_SpawnPositionComponent.~SCR_SpawnPositionComponent |
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◆ _WB_AfterWorldUpdate()
override void SCR_SpawnPositionComponent._WB_AfterWorldUpdate |
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IEntity |
owner, |
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float |
timeSlice |
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) |
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◆ CheckEntity()
bool SCR_SpawnPositionComponent.CheckEntity |
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IEntity |
ent | ) |
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protected |
◆ DrawDebugShape()
void SCR_SpawnPositionComponent.DrawDebugShape |
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protected |
◆ EOnInit()
override void SCR_SpawnPositionComponent.EOnInit |
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IEntity |
owner | ) |
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◆ FilterEntity()
bool SCR_SpawnPositionComponent.FilterEntity |
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IEntity |
ent | ) |
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protected |
◆ IsFree()
bool SCR_SpawnPositionComponent.IsFree |
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Returns true, if there is no living character inside of defined boundaries.
◆ OnPostInit()
override void SCR_SpawnPositionComponent.OnPostInit |
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IEntity |
owner | ) |
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◆ m_DebugShape
ref Shape SCR_SpawnPositionComponent.m_DebugShape |
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protected |
The documentation for this interface was generated from the following file:
- Game/GameMode/Respawn/SCR_SpawnPositionComponent.c