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| override void | OnPlayerSpawned_S (int playerId, IEntity entity) |
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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 | 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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| static vector | s_vPlayFromCameraPos |
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| static vector | s_vPlayFromCameraYpr |
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◆ OnPlayerSpawned_S()
| override void SCR_TutorialSpawnLogic.OnPlayerSpawned_S |
( |
int | playerId, |
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IEntity | entity ) |
◆ m_PlayerIdentity
| Identity SCR_TutorialSpawnLogic.m_PlayerIdentity |
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protected |
The documentation for this interface was generated from the following file:
- Game/Respawn/Logic/SCR_TutorialSpawnLogic.c