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SCR_VehicleSpawn.c
Go to the documentation of this file.
1
class
SCR_VehicleSpawn
:
SCR_BasePrefabSpawner
2
{
3
[
Attribute
(
"10"
,
UIWidgets
.EditBox,
desc
:
"Delay for vehicle to spawn upon destruction (s)"
,
params
:
"0 10000"
)]
4
protected
float
respawnDelay
;
5
[
Attribute
(
"0"
,
UIWidgets
.EditBox,
desc
:
"Delay for first vehicle to be spawned after (s)"
,
params
:
"0 10000"
)]
6
protected
float
firstSpawn
;
7
protected
float
timer
= 10;
8
9
10
protected
Vehicle
spawnedVehicle
;
11
12
protected
override
void
EOnInit
(
IEntity
owner)
13
{
14
super.EOnInit(owner);
15
timer
=
firstSpawn
;
16
}
17
18
protected
override
bool
CanSpawn
()
19
{
20
return
!
spawnedVehicle
&&
timer
<= 0;
21
}
22
23
protected
override
void
EOnFrame
(
IEntity
owner,
float
timeSlice)
24
{
25
super.EOnFrame(owner, timeSlice);
26
27
if
(!
spawnedVehicle
)
28
timer
-= timeSlice;
29
30
}
31
32
protected
override
void
OnSpawn
(
IEntity
newEnt)
33
{
34
spawnedVehicle
=
Vehicle
.Cast(newEnt);
35
EventHandlerManagerComponent ehmc = EventHandlerManagerComponent.Cast (
spawnedVehicle
.FindComponent(EventHandlerManagerComponent));
36
if
(ehmc)
37
{
38
ehmc.RegisterScriptHandler(
"OnDestroyed"
,
this
,
OnDestroyed
);
39
}
40
timer
=
respawnDelay
;
41
}
42
43
void
OnDestroyed
(
IEntity
newEnt)
44
{
45
spawnedVehicle
= null;
46
}
47
};
48
49
class
SCR_VehicleSpawnClass
:
SCR_BasePrefabSpawnerClass
50
{
51
};
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
params
category params
Definition
SCR_SpherePointGeneratorPreviewComponent.c:21
IEntity::IEntity
void IEntity(IEntitySource src, IEntity parent)
protected script Constructor
SCR_BasePrefabSpawnerClass
Definition
SCR_BasePrefabSpawner.c:59
SCR_BasePrefabSpawner::SCR_BasePrefabSpawner
void SCR_BasePrefabSpawner(IEntitySource src, IEntity parent)
Definition
SCR_BasePrefabSpawner.c:6
SCR_VehicleSpawnClass
Definition
SCR_VehicleSpawn.c:50
SCR_VehicleSpawn
Definition
SCR_VehicleSpawn.c:2
SCR_VehicleSpawn::respawnDelay
float respawnDelay
Definition
SCR_VehicleSpawn.c:4
SCR_VehicleSpawn::OnDestroyed
void OnDestroyed(IEntity newEnt)
Definition
SCR_VehicleSpawn.c:43
SCR_VehicleSpawn::EOnFrame
override void EOnFrame(IEntity owner, float timeSlice)
Definition
SCR_VehicleSpawn.c:23
SCR_VehicleSpawn::firstSpawn
float firstSpawn
Definition
SCR_VehicleSpawn.c:6
SCR_VehicleSpawn::EOnInit
override void EOnInit(IEntity owner)
Definition
SCR_VehicleSpawn.c:12
SCR_VehicleSpawn::spawnedVehicle
Vehicle spawnedVehicle
Definition
SCR_VehicleSpawn.c:10
SCR_VehicleSpawn::CanSpawn
override bool CanSpawn()
Definition
SCR_VehicleSpawn.c:18
SCR_VehicleSpawn::OnSpawn
override void OnSpawn(IEntity newEnt)
Definition
SCR_VehicleSpawn.c:32
SCR_VehicleSpawn::timer
float timer
Definition
SCR_VehicleSpawn.c:7
UIWidgets
Definition
attributes.c:40
Vehicle
enum EPhysicsLayerPresets Vehicle
Definition
gameLib.c:24
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
GameCode
Base
SCR_VehicleSpawn.c
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1.17.0