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SCR_PlayerProfileManagerComponent.c File Reference

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Data Structures

class  SCR_PlayerProfileManagerComponentClass
 

Functions

protected Faction GetPlayerFaction (int playerID)
 
CareerBackendData GetPlayerProfile (int playerID)
 
override void HandleOnFactionAssigned (int playerID, Faction assignedFaction)
 What happens when a player is assigned a faction. More...
 
protected override void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 
override void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 
void StoreProfile (int playerID, bool disconnecting=false)
 
bool LoadPlayerProfileFromBackend (int playerID)
 
void LoadConnectingPlayerProfile (int playerID)
 
override void EOnFrame (IEntity owner, float timeSlice)
 
override void OnPostInit (IEntity owner)
 Called on PostInit when all components are added. More...
 
override void EOnInit (IEntity owner)
 
void SCR_PlayerProfileManagerComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 

Variables

SCR_PlayerProfileManagerComponentClass s_RespawnSystemComponent = null
 
protected float m_fRefreshTime
 
protected ref map< int, ref CareerBackendDatam_mPlayerProfiles = null
 
protected ref array< intm_aPlayerIDsToLoadProfile = {}
 
protected float m_fCurrentRefreshTime = 1
 
protected ref CampaignCallback m_Callback = new CampaignCallback()
 

Function Documentation

◆ EOnFrame()

override void EOnFrame ( IEntity  owner,
float  timeSlice 
)

Definition at line 199 of file SCR_PlayerProfileManagerComponent.c.

◆ GetPlayerFaction()

protected Faction GetPlayerFaction ( int  playerID)

Definition at line 28 of file SCR_PlayerProfileManagerComponent.c.

◆ GetPlayerProfile()

CareerBackendData GetPlayerProfile ( int  playerID)
Parameters
[in]playerID
Returns
player profile from playerID

Definition at line 36 of file SCR_PlayerProfileManagerComponent.c.

◆ HandleOnFactionAssigned()

override 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.

◆ LoadConnectingPlayerProfile()

void LoadConnectingPlayerProfile ( int  playerID)
Parameters
[in]playerID

Definition at line 181 of file SCR_PlayerProfileManagerComponent.c.

◆ LoadPlayerProfileFromBackend()

bool LoadPlayerProfileFromBackend ( int  playerID)
Parameters
[in]playerID
Returns

Definition at line 154 of file SCR_PlayerProfileManagerComponent.c.

◆ SCR_PlayerProfileManagerComponent()

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

Definition at line 253 of file SCR_PlayerProfileManagerComponent.c.

◆ StoreProfile()

void StoreProfile ( int  playerID,
bool  disconnecting = false 
)
Parameters
[in]playerID
[in]disconnecting

Definition at line 128 of file SCR_PlayerProfileManagerComponent.c.

Variable Documentation

◆ m_aPlayerIDsToLoadProfile

protected ref array<int> m_aPlayerIDsToLoadProfile = {}

Definition at line 23 of file SCR_PlayerProfileManagerComponent.c.

◆ m_Callback

protected ref CampaignCallback m_Callback = new CampaignCallback()

Definition at line 25 of file SCR_PlayerProfileManagerComponent.c.

◆ m_fCurrentRefreshTime

protected float m_fCurrentRefreshTime = 1

Definition at line 24 of file SCR_PlayerProfileManagerComponent.c.

◆ m_fRefreshTime

protected float m_fRefreshTime

Definition at line 17 of file SCR_PlayerProfileManagerComponent.c.

◆ m_mPlayerProfiles

protected ref map<int, ref CareerBackendData> m_mPlayerProfiles = null

Definition at line 22 of file SCR_PlayerProfileManagerComponent.c.

◆ s_RespawnSystemComponent

SCR_PlayerProfileManagerComponentClass s_RespawnSystemComponent = null