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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Go to the source code of this file.
Classes | |
| class | SCR_SpawnHandlerComponentClass |
Functions | |
| SCR_RespawnSystemComponent | GetRespawnSystemComponent () |
| override void | OnPostInit (IEntity owner) |
| Editable Mine. | |
| SCR_ESpawnResult | CanHandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data) |
| SCR_ESpawnResult | HandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out IEntity spawnedEntity) |
| void | OnFinalizeBegin_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
| Called when the finalisation process begins. | |
| bool | CanFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
| SCR_ESpawnResult | FinalizeRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
| void | OnFinalizeDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
| bool | ValidateData_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data) |
| bool | CanRequestSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out SCR_ESpawnResult result) |
| SCR_ESpawnResult | SpawnEntity_S (SCR_SpawnRequestComponent requestComponent, notnull SCR_SpawnData data, out IEntity spawnedEntity) |
| bool | ValidatePrefab_S (ResourceName resourceName) |
| bool | PrepareEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data) |
| bool | AssignEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data) |
| void | HandleSpawnEntityFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) |
| bool | ShouldDeleteEntityOnSpawnFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) |
| void | HandleEntityChange_S (SCR_SpawnRequestComponent requestComponent, IEntity previousEntity, IEntity newEntity, SCR_SpawnData data) |
Variables | |
| SCR_SpawnHandlerComponentClass | m_RespawnSystemComponent |
| bool | m_bDestroyPreviousControlledEntity |
| bool | m_bDeletePreviousControlledEntity |
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protected |
Assign the entity ownership and set is as the controlled entity of provided player.
| [in] | requestComponent | |
| [in] | entity | |
| [in] | data |
Definition at line 323 of file SCR_SpawnHandlerComponent.c.
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protected |
Called periodically to ask whether finalization can be finished.
| [in] | requestComponent | |
| [in] | data | |
| [in] | entity |
Definition at line 136 of file SCR_SpawnHandlerComponent.c.
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protected |
Can a player be spawned with provided data?
| [in] | requestComponent | Instigator of this request |
| [in] | data | Request/ask data |
Definition at line 46 of file SCR_SpawnHandlerComponent.c.
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protected |
Can a player spawn, based on the provided data?
Handle game logic, ask game mode, respawn timers -> anything relevant for proper evaluation.
| [in] | requestComponent | |
| [in] | data | |
| [out] | result |
Definition at line 193 of file SCR_SpawnHandlerComponent.c.
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protected |
Finalise request - validate resources, try to spawn, prepare and pass ownership to player.
| [in] | requestComponent | |
| [in] | data | |
| [in] | entity |
Definition at line 147 of file SCR_SpawnHandlerComponent.c.
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protected |
Definition at line 19 of file SCR_SpawnHandlerComponent.c.
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protected |
Called after new entity is assigned to the player.
| [in] | requestComponent | |
| [in] | previousEntity | Last controlled entity or null if none. |
| [in] | newEntity | New controlled entity. |
| [in] | data |
Definition at line 387 of file SCR_SpawnHandlerComponent.c.
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protected |
Handle request - validate resources, try to spawn, prepare and pass ownership to player.
| [in] | requestComponent | |
| [in] | data | |
| [out] | spawnedEntity |
Definition at line 82 of file SCR_SpawnHandlerComponent.c.
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protected |
In cases where an entity is spawned, it might be desirable to dispose of it if it e.g. cannot be prepared, or assigned to the target player. Such cases can be handled by overriding this method. By default, the entity is deleted.
| [in] | requestComponent | |
| [in] | entity | The entity that should be spawned, but could not be given over (prepared, assigned, ..) |
| [in] | data | |
| [in] | reason |
Definition at line 355 of file SCR_SpawnHandlerComponent.c.
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protected |
Called when the finalisation process begins.
Definition at line 121 of file SCR_SpawnHandlerComponent.c.
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Request finalized (player spawned).
| [in] | requestComponent | |
| [in] | data | |
| [in] | entity |
Definition at line 104 of file SCR_PossessSpawnHandlerComponent.c.
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protected |
Prepare an entity on the server side prior to passing ownership. For example in this case character can have items added, can be seated in vehicle, etc.
| [in] | requestComponent | |
| [in] | entity | |
| [in] | data |
Definition at line 305 of file SCR_SpawnHandlerComponent.c.
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protected |
Check whether spawned entity should be deleted if the spawn process failed.
| [in] | requestComponent | |
| [in] | entity | |
| [in] | data | |
| [in] | reason |
Definition at line 376 of file SCR_SpawnHandlerComponent.c.
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protected |
| [in] | requestComponent | |
| [in] | data | |
| [out] | spawnedEntity |
Definition at line 214 of file SCR_SpawnHandlerComponent.c.
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Verifies provided data.
| [in] | requestComponent | |
| [in] | data |
Definition at line 177 of file SCR_SpawnHandlerComponent.c.
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protected |
Verifies provided prefab.
| [in] | resourceName |
Definition at line 274 of file SCR_SpawnHandlerComponent.c.
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protected |
Definition at line 28 of file SCR_SpawnHandlerComponent.c.
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protected |
Definition at line 25 of file SCR_SpawnHandlerComponent.c.
| SCR_SpawnHandlerComponentClass m_RespawnSystemComponent |
SCR_SpawnRequestComponent <-> SCR_SpawnHandlerComponent
SCR_SpawnRequestComponent allows communication between client and the authority, SCR_SpawnHandlerComponent handles the requests on authority as desired.
The handler is the authority component of the respawn process which handles client (or authority-issued) request to respawn from a specific player controller and ensures that the spawning process is handled and streamlined. The process is further streamlined via the usage of a unified parent manager, the SCR_RespawnSystemComponent.