Go to the source code of this file.
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| protected Faction | GetPlayerFaction (int playerID) |
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| CareerBackendData | GetPlayerProfile (int playerID) |
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| override void | HandleOnFactionAssigned (int playerID, Faction assignedFaction) |
| | What happens when a player is assigned a faction. More...
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| protected override void | OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
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| override void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
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| void | StoreProfile (int playerID, bool disconnecting=false) |
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| bool | LoadPlayerProfileFromBackend (int playerID) |
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| void | LoadConnectingPlayerProfile (int playerID) |
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| override void | EOnFrame (IEntity owner, float timeSlice) |
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| override void | OnPostInit (IEntity owner) |
| | Called on PostInit when all components are added. More...
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| override void | EOnInit (IEntity owner) |
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| void | SCR_PlayerProfileManagerComponent (IEntityComponentSource src, IEntity ent, IEntity parent) |
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◆ EOnFrame()
| override void EOnFrame |
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IEntity |
owner, |
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float |
timeSlice |
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) |
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◆ GetPlayerFaction()
| protected Faction GetPlayerFaction |
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int |
playerID | ) |
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◆ GetPlayerProfile()
◆ HandleOnFactionAssigned()
| override void HandleOnFactionAssigned |
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int |
playerID, |
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Faction |
assignedFaction |
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) |
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What happens when a player is assigned a faction.
What happens when a player is assigned a faction
- Parameters
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| [in] | playerID | |
| [in] | assignedFaction | |
Definition at line 48 of file SCR_PlayerProfileManagerComponent.c.
◆ LoadConnectingPlayerProfile()
| void LoadConnectingPlayerProfile |
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int |
playerID | ) |
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◆ LoadPlayerProfileFromBackend()
| bool LoadPlayerProfileFromBackend |
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int |
playerID | ) |
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◆ SCR_PlayerProfileManagerComponent()
| void SCR_PlayerProfileManagerComponent |
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IEntityComponentSource |
src, |
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IEntity |
ent, |
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IEntity |
parent |
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) |
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◆ StoreProfile()
| void StoreProfile |
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int |
playerID, |
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bool |
disconnecting = false |
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) |
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◆ m_aPlayerIDsToLoadProfile
| protected ref array<int> m_aPlayerIDsToLoadProfile = {} |
◆ m_Callback
◆ m_fCurrentRefreshTime
| protected float m_fCurrentRefreshTime = 1 |
◆ m_fRefreshTime
| protected float m_fRefreshTime |
◆ m_mPlayerProfiles
◆ s_RespawnSystemComponent