Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Loading...
Searching...
No Matches
SCR_BaseGameModeComponent.c
Go to the documentation of this file.
1[ComponentEditorProps(category: "GameScripted/GameMode/Components", description: "Base for gamemode scripted component.")]
5
9{
12
13 //------------------------------------------------------------------------------------------------
19
20 //------------------------------------------------------------------------------------------------
22 void OnGameEnd();
23
24 //------------------------------------------------------------------------------------------------
28
29 //------------------------------------------------------------------------------------------------
33 void OnGameModeStart();
34
35 //------------------------------------------------------------------------------------------------
38 void OnGameModeEnd(SCR_GameModeEndData data);
39
40 //------------------------------------------------------------------------------------------------
43 void OnPlayerConnected(int playerId);
44
45 //------------------------------------------------------------------------------------------------
50 void OnPlayerAuditSuccess(int playerId);
51
52 //------------------------------------------------------------------------------------------------
59 void OnPlayerAuditFail(int playerId);
60
61 //------------------------------------------------------------------------------------------------
65 void OnPlayerAuditTimeouted(int playerId);
66
67 //------------------------------------------------------------------------------------------------
71 void OnPlayerAuditRevived(int playerId);
72
73 //------------------------------------------------------------------------------------------------
76 void OnPlayerRegistered(int playerId);
77
78 //------------------------------------------------------------------------------------------------
83 void OnPlayerDisconnected(int playerId, KickCauseCode cause, int timeout);
84
85 //------------------------------------------------------------------------------------------------
91 bool PreparePlayerEntity_S(SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
92 {
93 return true;
94 }
95
96 //------------------------------------------------------------------------------------------------
102 void OnSpawnPlayerEntityFailure_S(SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason);
103
104 //------------------------------------------------------------------------------------------------
109 void OnPlayerSpawnFinalize_S(SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity);
110
111 //------------------------------------------------------------------------------------------------
113 bool HandlePlayerKilled(int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator)
114 {
115 return true; // by default, handle automatically
116 }
117
118 //------------------------------------------------------------------------------------------------
121 void OnPlayerKilled(notnull SCR_InstigatorContextData instigatorContextData);
122
123 //------------------------------------------------------------------------------------------------
130 void OnPlayerKilledHandled(int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator);
131
132 //------------------------------------------------------------------------------------------------
136 void OnPlayerDeleted(int playerId, IEntity player);
137
138 //------------------------------------------------------------------------------------------------
142 void OnPlayerRoleChange(int playerId, EPlayerRole roleFlags);
143
144 //------------------------------------------------------------------------------------------------
147 void OnWorldPostProcess(World world);
148
149 //------------------------------------------------------------------------------------------------
152 void OnControllableSpawned(IEntity entity);
153
154 //------------------------------------------------------------------------------------------------
157 void OnControllableDestroyed(notnull SCR_InstigatorContextData instigatorContextData);
158
159 //------------------------------------------------------------------------------------------------
164 void OnControllableDeleted(IEntity entity);
165
166 //------------------------------------------------------------------------------------------------
167 // constructor
172 {
173 m_pGameMode = SCR_BaseGameMode.Cast(ent);
174 if (!m_pGameMode)
175 {
176 string message = string.Format("%1 is attached to entity '%2' type=%3, required type=%4! This is not allowed!", Type().ToString(), ent.GetName(), ent.ClassName(), "SCR_BaseGameMode");
177 Debug.Error(message);
178 Print(message, LogLevel.WARNING);
179 }
180 }
181}
EPlayerRole
Definition EPlayerRole.c:8
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
override void OnGameModeEnd(SCR_GameModeEndData data)
override void OnGameEnd()
Called on all machines when the world ends.
SCR_BaseGameModeComponentClass m_pGameMode
The game mode entity this component is attached to.
void OnPlayerKilledHandled(int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator)
SCR_BaseGameMode GetGameMode()
void OnGameStateChanged(SCR_EGameModeState state)
void SCR_BaseGameModeComponent(IEntityComponentSource src, IEntity ent, IEntity parent)
bool PreparePlayerEntity_S(SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
override void OnGameModeStart()
void OnPlayerKilled(notnull SCR_InstigatorContextData instigatorContextData)
override void OnPlayerAuditSuccess(int playerId)
SCR_EGameModeState
SCR_ESpawnResult
Get all prefabs that have the spawner data
void OnControllableDestroyed(IEntity entity, IEntity killerEntity, Instigator instigator, notnull SCR_InstigatorContextData instigatorContextData)
void OnPlayerDeleted(int playerId, IEntity player)
override bool HandlePlayerKilled(int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator)
override void OnControllableDeleted(IEntity entity)
override void OnSpawnPlayerEntityFailure_S(SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
override void OnPlayerSpawnFinalize_S(SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
override void OnWorldPostProcess(World world)
int Type
enum EVehicleType IEntity
Definition Debug.c:13
proto external string GetName()
Definition World.c:16
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
LogLevel
Enum with severity of the logging message.
Definition LogLevel.c:14
void OnPlayerAuditRevived(int playerId)
void OnPlayerAuditFail(int playerId)
override void OnPlayerRegistered(int playerId)
void OnPlayerRoleChange(int playerId, EPlayerRole roleFlags)
void OnPlayerAuditTimeouted(int playerId)
override void OnPlayerDisconnected(int playerId, KickCauseCode cause, int timeout)
void OnControllableSpawned(IEntity entity)
void OnPlayerConnected(int playerId)
proto external string ToString()
Plain C++ pointer, no weak pointers, no memory management.