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SCR_PlayerSpawnPointClass SCR_SpawnPointClass | Attribute ("1", desc:"How often will the spawn's position be updated to match assigned player's position (in seconds).", category:"Player Spawn Point") |
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void | SetPlayerID (int playerID) |
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int | GetPlayerID () |
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protected void | OnSetPlayerID () |
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protected override string | GetSpawnPointName () |
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void | EnablePoint (int playerId, IEntity playerEntity) |
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void | DisablePoint (int playerId) |
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protected void | ActivateSpawnPoint () |
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override bool | IsSpawnPointActive () |
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protected void | DeactivateSpawnPoint () |
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protected void | UpdateSpawnPos () |
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protected void | UpdateSpawnPosBroadcast (vector pos) |
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override void | GetPositionAndRotation (out vector pos, out vector rot) |
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protected Vehicle | GetTargetVehicle () |
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override bool | CanReserveFor_S (int playerId, out SCR_ESpawnResult result=SCR_ESpawnResult.SPAWN_NOT_ALLOWED) |
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override bool | PrepareSpawnedEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
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protected bool | PrepareSpawnedEntityForVehicle_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity, Vehicle vehicle) |
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override bool | CanFinalizeSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
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override void | OnFinalizeSpawnDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
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void | ~SCR_PlayerSpawnPoint () |
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◆ ActivateSpawnPoint()
protected void ActivateSpawnPoint |
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◆ Attribute()
◆ CanFinalizeSpawn_S()
override bool CanFinalizeSpawn_S |
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SCR_SpawnRequestComponent |
requestComponent, |
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SCR_SpawnData |
data, |
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IEntity |
entity |
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) |
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◆ CanReserveFor_S()
◆ DeactivateSpawnPoint()
protected void DeactivateSpawnPoint |
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◆ DisablePoint()
void DisablePoint |
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int |
playerId | ) |
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◆ EnablePoint()
void EnablePoint |
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int |
playerId, |
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IEntity |
playerEntity |
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) |
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◆ GetPlayerID()
Get ID of the player this spawn point is assigned to.
- Returns
- Target player ID
Definition at line 54 of file SCR_PlayerSpawnPoint.c.
◆ GetPositionAndRotation()
override void GetPositionAndRotation |
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out vector |
pos, |
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out vector |
rot |
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) |
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◆ GetSpawnPointName()
protected override string GetSpawnPointName |
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◆ GetTargetVehicle()
protected Vehicle GetTargetVehicle |
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◆ IsSpawnPointActive()
override bool IsSpawnPointActive |
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◆ OnFinalizeSpawnDone_S()
override void OnFinalizeSpawnDone_S |
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SCR_SpawnRequestComponent |
requestComponent, |
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SCR_SpawnData |
data, |
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IEntity |
entity |
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) |
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◆ OnSetPlayerID()
protected void OnSetPlayerID |
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◆ PrepareSpawnedEntity_S()
override bool PrepareSpawnedEntity_S |
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SCR_SpawnRequestComponent |
requestComponent, |
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SCR_SpawnData |
data, |
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IEntity |
entity |
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) |
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◆ PrepareSpawnedEntityForVehicle_S()
protected bool PrepareSpawnedEntityForVehicle_S |
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SCR_SpawnRequestComponent |
requestComponent, |
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SCR_SpawnData |
data, |
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IEntity |
entity, |
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Vehicle |
vehicle |
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) |
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◆ SetPlayerID()
void SetPlayerID |
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int |
playerID | ) |
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Assign player ID to this respawn point. It will then present itself as the player, and spawning on it will actually spawn the new player on position of assignd player.
- Parameters
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[in] | playerID | Target player ID |
Definition at line 34 of file SCR_PlayerSpawnPoint.c.
◆ UpdateSpawnPos()
protected void UpdateSpawnPos |
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◆ UpdateSpawnPosBroadcast()
protected void UpdateSpawnPosBroadcast |
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vector |
pos | ) |
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◆ ~SCR_PlayerSpawnPoint()
void ~SCR_PlayerSpawnPoint |
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