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Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Go to the source code of this file.
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... | |
| SCR_BaseGameMode GetGameMode | ( | ) |
Definition at line 15 of file SCR_BaseGameModeComponent.c.
What happens when a player is assigned a faction.
What happens when a player is assigned a faction
| [in] | playerID | |
| [in] | assignedFaction |
Definition at line 48 of file SCR_PlayerProfileManagerComponent.c.
| void HandleOnLoadoutAssigned | ( | int | playerID, |
| SCR_BasePlayerLoadout | assignedLoadout | ||
| ) |
What happens when a player is assigned a loadout.
| void HandleOnSpawnPointAssigned | ( | int | playerID, |
| SCR_SpawnPoint | spawnPoint | ||
| ) |
What happens when a player is assigned a spawn point.
| bool HandlePlayerKilled | ( | int | playerId, |
| IEntity | playerEntity, | ||
| IEntity | killerEntity, | ||
| notnull Instigator | killer | ||
| ) |
See SCR_BaseGameMode.HandlePlayerKilled.
Definition at line 120 of file SCR_BaseGameModeComponent.c.
| 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.
| void OnGameModeEnd | ( | SCR_GameModeEndData | data | ) |
Called when game mode ends.
| [in] | data | End game data with game logic. |
Definition at line 49 of file SCR_DataCollectorComponent.c.
| 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.
| void OnGameStateChanged | ( | SCR_EGameModeState | state | ) |
Called when game mode state changes called on all machines.
| [in] | state | New state game mode transitioned into. |
Definition at line 38 of file SCR_BaseGameModeStateComponent.c.
| void OnPlayerConnected | ( | int | playerId | ) |
Called after a player is connected. Server-only.
| [in] | playerId | PlayerId of connected player. |
| [in] | playerId |
Definition at line 33 of file SCR_LocalPlayerPenalty.c.
| void OnPlayerDeleted | ( | int | playerId, |
| IEntity | player | ||
| ) |
Called after a player gets deleted.
| [in] | playerId | Player ID |
| [in] | player | Player entity |
SCR_BaseGameMode event Used to unregister VON for deleted players
Definition at line 168 of file SCR_RespawnTimerComponent.c.
| void OnPlayerDisconnected | ( | int | playerId, |
| KickCauseCode | cause, | ||
| int | timeout | ||
| ) |
Called after a player is disconnected.
| [in] | playerId | PlayerId of disconnected player. |
| [in] | cause | Reason player disconnected |
| [in] | timeout | Timeout for when players are allowed to connect again. -1 means Ban without an assigned timeout |
What happens when a player disconnects.
| [in] | playerID | is a unique player identifier that defines which player has disconnected. |
| [in] | cause | |
| [in] | timeout |
Authority: Handle disconnected player.
| [in] | playerId | |
| [in] | cause | |
| [in] | timeout |
Definition at line 119 of file SCR_PlayerProfileManagerComponent.c.
| void OnPlayerKilled | ( | int | playerId, |
| IEntity | playerEntity, | ||
| IEntity | killerEntity, | ||
| notnull Instigator | killer | ||
| ) |
Called after a player gets killed.
| [in] | playerId | PlayerId of victim player. |
| [in] | playerEntity | entity of victim player if any. |
| [in] | killerEntity | Entity of killer instigator if any. |
| [in] | killer | Instigator of the kill |
| [in] | playerId | |
| [in] | playerEntity | |
| [in] | killerEntity | |
| [in] | killer |
Called after a player gets killed.
| [in] | playerId | PlayerId of victim player. |
| [in] | playerEntity | Entity of victim player if any. |
| [in] | killerEntity | Entity of killer instigator if any. |
| [in] | killer | Instigator of the kill, use type to see if there is any |
Start respawn timer for provided entity if a player controlled it.
| [in] | playerId | |
| [in] | playerEntity | |
| [in] | killerEntity | |
| [in] | killer |
Called after a player gets killed.
| playerId | PlayerId of victim player. |
| player | Entity of victim player if any. |
| killerEntity | Entity of killer instigator if any. |
| killer | Instigator of the kill |
Definition at line 513 of file SCR_CampaignFeedbackComponent.c.
| 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().
| [in] | playerId | PlayerId of victim player. |
| [in] | playerEntity | Entity of victim player if any. |
| [in] | killerEntity | Entity of killer instigator if any. |
| [in] | killer | Instigator of the kill |
| 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.
| [in] | playerId | PlayerId of registered player. |
Definition at line 207 of file SCR_RespawnTimerComponent.c.
| void OnPlayerSpawned | ( | int | playerId, |
| IEntity | controlledEntity | ||
| ) |
Called after a player is spawned.
| [in] | playerId | PlayerId of spawned player. |
| [in] | controlledEntity | Spawned entity for this player. |
Definition at line 32 of file SCR_XPHandlerComponent.c.
| void OnPlayerSpawnFinalize_S | ( | SCR_SpawnRequestComponent | requestComponent, |
| SCR_SpawnHandlerComponent | handlerComponent, | ||
| SCR_SpawnData | data, | ||
| IEntity | entity | ||
| ) |
| [in] | requestComponent | |
| [in] | handlerComponent | |
| [in] | data | |
| [in] | entity |
Definition at line 72 of file SCR_SpawnProtectionComponent.c.
| void OnSpawnPlayerEntityFailure_S | ( | SCR_SpawnRequestComponent | requestComponent, |
| SCR_SpawnHandlerComponent | handlerComponent, | ||
| IEntity | entity, | ||
| SCR_SpawnData | data, | ||
| SCR_ESpawnResult | reason | ||
| ) |
| [in] | requestComponent | |
| [in] | handlerComponent | |
| [in] | entity | |
| [in] | data | |
| [in] | reason |
Definition at line 79 of file SCR_SpawnProtectionComponent.c.
| bool PreparePlayerEntity_S | ( | SCR_SpawnRequestComponent | requestComponent, |
| SCR_SpawnHandlerComponent | handlerComponent, | ||
| SCR_SpawnData | data, | ||
| IEntity | entity | ||
| ) |
| [in] | requestComponent | |
| [in] | handlerComponent | |
| [in] | data | |
| [in] | entity |
Definition at line 98 of file SCR_BaseGameModeComponent.c.
| void SCR_BaseGameModeComponent | ( | IEntityComponentSource | src, |
| IEntity | ent, | ||
| IEntity | parent | ||
| ) |
| [in] | src | |
| [in] | ent | |
| [in] | parent |
Definition at line 199 of file SCR_BaseGameModeComponent.c.
| SCR_BaseGameModeComponentClass m_pGameMode |
The game mode entity this component is attached to.
Interface for game mode extending components. Must be attached to a GameMode entity.