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SCR_BaseGameModeComponent.c File Reference

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Data Structures

class  SCR_BaseGameModeComponentClass
 

Functions

SCR_BaseGameMode GetGameMode ()
 
void OnGameEnd ()
 Called on all machines when the world ends. More...
 
void OnGameStateChanged (SCR_EGameModeState state)
 
void OnGameModeStart ()
 
void OnGameModeEnd (SCR_GameModeEndData data)
 
void OnPlayerConnected (int playerId)
 
void OnPlayerAuditSuccess (int playerId)
 
void OnPlayerAuditFail (int playerId)
 
void OnPlayerAuditTimeouted (int playerId)
 
void OnPlayerAuditRevived (int playerId)
 
void OnPlayerRegistered (int playerId)
 Register provided client's respawn timer. More...
 
void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 
void OnPlayerSpawned (int playerId, IEntity controlledEntity)
 
bool PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
void OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 
void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
bool HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 See SCR_BaseGameMode.HandlePlayerKilled. More...
 
void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 
void OnPlayerDeleted (int playerId, IEntity player)
 
void OnPlayerRoleChange (int playerId, EPlayerRole roleFlags)
 
void OnWorldPostProcess (World world)
 Event called once loading of all entities of the world have been finished. (still within the loading) More...
 
void HandleOnLoadoutAssigned (int playerID, SCR_BasePlayerLoadout assignedLoadout)
 What happens when a player is assigned a loadout. More...
 
void HandleOnFactionAssigned (int playerID, Faction assignedFaction)
 What happens when a player is assigned a faction. More...
 
void HandleOnSpawnPointAssigned (int playerID, SCR_SpawnPoint spawnPoint)
 What happens when a player is assigned a spawn point. More...
 
void OnControllableSpawned (IEntity entity)
 
void OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator killer)
 Award additional XP for enemies killed in friendly bases. More...
 
void OnControllableDeleted (IEntity entity)
 
void SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 

Variables

SCR_BaseGameModeComponentClass m_pGameMode
 The game mode entity this component is attached to. More...
 

Function Documentation

◆ GetGameMode()

SCR_BaseGameMode GetGameMode ( )
Returns
Returns game mode this component is attached to.

Definition at line 15 of file SCR_BaseGameModeComponent.c.

◆ HandleOnFactionAssigned()

void HandleOnFactionAssigned ( int  playerID,
Faction  assignedFaction 
)

What happens when a player is assigned a faction.

What happens when a player is assigned a faction

Parameters
[in]playerID
[in]assignedFaction

Definition at line 48 of file SCR_PlayerProfileManagerComponent.c.

◆ HandleOnLoadoutAssigned()

void HandleOnLoadoutAssigned ( int  playerID,
SCR_BasePlayerLoadout  assignedLoadout 
)

What happens when a player is assigned a loadout.

◆ HandleOnSpawnPointAssigned()

void HandleOnSpawnPointAssigned ( int  playerID,
SCR_SpawnPoint  spawnPoint 
)

What happens when a player is assigned a spawn point.

◆ HandlePlayerKilled()

bool HandlePlayerKilled ( int  playerId,
IEntity  playerEntity,
IEntity  killerEntity,
notnull Instigator  killer 
)

See SCR_BaseGameMode.HandlePlayerKilled.

Definition at line 120 of file SCR_BaseGameModeComponent.c.

◆ OnGameEnd()

void OnGameEnd ( )

Called on all machines when the world ends.

Called on all machines when the world ends.

Definition at line 165 of file SCR_DataCollectorComponent.c.

◆ OnGameModeEnd()

void OnGameModeEnd ( SCR_GameModeEndData  data)

Called when game mode ends.

Parameters
[in]dataEnd game data with game logic.

Definition at line 49 of file SCR_DataCollectorComponent.c.

◆ OnGameModeStart()

void OnGameModeStart ( )

Called on every machine when game mode starts. This can be immediate (if no pre-game period is set) or can happen after a certain delay, as deemed appropriate by the authority.

Definition at line 408 of file SCR_DataCollectorComponent.c.

◆ OnGameStateChanged()

void OnGameStateChanged ( SCR_EGameModeState  state)

Called when game mode state changes called on all machines.

Parameters
[in]stateNew state game mode transitioned into.

Definition at line 38 of file SCR_BaseGameModeStateComponent.c.

◆ OnPlayerConnected()

void OnPlayerConnected ( int  playerId)

Called after a player is connected. Server-only.

Parameters
[in]playerIdPlayerId of connected player.
[in]playerId

Definition at line 33 of file SCR_LocalPlayerPenalty.c.

◆ OnPlayerDeleted()

void OnPlayerDeleted ( int  playerId,
IEntity  player 
)

Called after a player gets deleted.

Parameters
[in]playerIdPlayer ID
[in]playerPlayer entity

SCR_BaseGameMode event Used to unregister VON for deleted players

Definition at line 168 of file SCR_RespawnTimerComponent.c.

◆ OnPlayerDisconnected()

void OnPlayerDisconnected ( int  playerId,
KickCauseCode  cause,
int  timeout 
)

Called after a player is disconnected.

Parameters
[in]playerIdPlayerId of disconnected player.
[in]causeReason player disconnected
[in]timeoutTimeout for when players are allowed to connect again. -1 means Ban without an assigned timeout

What happens when a player disconnects.

Parameters
[in]playerIDis a unique player identifier that defines which player has disconnected.
[in]cause
[in]timeout

Authority: Handle disconnected player.

Parameters
[in]playerId
[in]cause
[in]timeout

Definition at line 119 of file SCR_PlayerProfileManagerComponent.c.

◆ OnPlayerKilled()

void OnPlayerKilled ( int  playerId,
IEntity  playerEntity,
IEntity  killerEntity,
notnull Instigator  killer 
)

Called after a player gets killed.

Parameters
[in]playerIdPlayerId of victim player.
[in]playerEntityentity of victim player if any.
[in]killerEntityEntity of killer instigator if any.
[in]killerInstigator of the kill
[in]playerId
[in]playerEntity
[in]killerEntity
[in]killer

Called after a player gets killed.

Parameters
[in]playerIdPlayerId of victim player.
[in]playerEntityEntity of victim player if any.
[in]killerEntityEntity of killer instigator if any.
[in]killerInstigator of the kill, use type to see if there is any

Start respawn timer for provided entity if a player controlled it.

Parameters
[in]playerId
[in]playerEntity
[in]killerEntity
[in]killer

Called after a player gets killed.

Parameters
playerIdPlayerId of victim player.
playerEntity of victim player if any.
killerEntityEntity of killer instigator if any.
killerInstigator of the kill

Definition at line 513 of file SCR_CampaignFeedbackComponent.c.

◆ OnPlayerKilledHandled()

void OnPlayerKilledHandled ( int  playerId,
IEntity  playerEntity,
IEntity  killerEntity,
notnull Instigator  killer 
)

Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour. See also SCR_BaseGameMode.HandlePlayerKilled().

Parameters
[in]playerIdPlayerId of victim player.
[in]playerEntityEntity of victim player if any.
[in]killerEntityEntity of killer instigator if any.
[in]killerInstigator of the kill

◆ OnPlayerRegistered()

void OnPlayerRegistered ( int  playerId)

Register provided client's respawn timer.

Called on every machine after a player is registered (identity, name etc.). Always called after OnPlayerConnected.

Parameters
[in]playerIdPlayerId of registered player.

Definition at line 207 of file SCR_RespawnTimerComponent.c.

◆ OnPlayerSpawned()

void OnPlayerSpawned ( int  playerId,
IEntity  controlledEntity 
)

Called after a player is spawned.

Parameters
[in]playerIdPlayerId of spawned player.
[in]controlledEntitySpawned entity for this player.

Definition at line 32 of file SCR_XPHandlerComponent.c.

◆ OnPlayerSpawnFinalize_S()

void OnPlayerSpawnFinalize_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnHandlerComponent  handlerComponent,
SCR_SpawnData  data,
IEntity  entity 
)
Parameters
[in]requestComponent
[in]handlerComponent
[in]data
[in]entity

Definition at line 72 of file SCR_SpawnProtectionComponent.c.

◆ OnSpawnPlayerEntityFailure_S()

void OnSpawnPlayerEntityFailure_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnHandlerComponent  handlerComponent,
IEntity  entity,
SCR_SpawnData  data,
SCR_ESpawnResult  reason 
)
Parameters
[in]requestComponent
[in]handlerComponent
[in]entity
[in]data
[in]reason

Definition at line 79 of file SCR_SpawnProtectionComponent.c.

◆ PreparePlayerEntity_S()

bool PreparePlayerEntity_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnHandlerComponent  handlerComponent,
SCR_SpawnData  data,
IEntity  entity 
)
Parameters
[in]requestComponent
[in]handlerComponent
[in]data
[in]entity
Returns

Definition at line 98 of file SCR_BaseGameModeComponent.c.

◆ SCR_BaseGameModeComponent()

void SCR_BaseGameModeComponent ( IEntityComponentSource  src,
IEntity  ent,
IEntity  parent 
)
Parameters
[in]src
[in]ent
[in]parent

Definition at line 199 of file SCR_BaseGameModeComponent.c.

Variable Documentation

◆ m_pGameMode

The game mode entity this component is attached to.

Interface for game mode extending components. Must be attached to a GameMode entity.