6 class SCR_FreeSpawnRequestComponent : SCR_SpawnRequestComponent
11 return SCR_FreeSpawnHandlerComponent;
23 #ifdef _ENABLE_RESPAWN_LOGS
24 Print(
string.Format(
"%1::DoCanRequestRespawn(playerId: %2, data: %3)", Type().ToString(),
34 [
RplRpc(RplChannel.Reliable, RplRcver.Server)]
37 #ifdef _ENABLE_RESPAWN_LOGS
38 Print(
string.Format(
"%1::Rpc_CanRequestRespawn_S(playerId: %2, pos: %3, ang: %4, pref: %5)", Type().ToString(),
42 prefab), LogLevel.NORMAL);
55 #ifdef _ENABLE_RESPAWN_LOGS
56 Print(
string.Format(
"%1::DoRequestRespawn(playerId: %2, data: %3)", Type().ToString(),
66 [
RplRpc(RplChannel.Reliable, RplRcver.Server)]
69 #ifdef _ENABLE_RESPAWN_LOGS
70 Print(
string.Format(
"%1::Rpc_RequestRespawn_S(playerId: %2, pos: %3, ang: %4, pref: %5)", Type().ToString(),
74 prefab), LogLevel.NORMAL);
83 override SCR_BaseRespawnDiag CreateDiag()
85 return new SCR_FreeRespawnDiag();
91 class SCR_FreeRespawnDiag : SCR_RespawnDiag<SCR_FreeSpawnRequestComponent>
93 protected string m_Prefab =
"{7A9EE19AB67B298B}Prefabs/Characters/Factions/INDFOR/FIA/Character_FIA_base.et";
95 protected string m_Angles =
"0 180 0";
98 override void DrawContent()
101 DbgUI.InputText(
"Prefab: ",
m_Prefab);
109 vector angles = m_Angles.ToVector();