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SCR_WaveRespawnTimerComponent.c File Reference

Go to the source code of this file.

Classes

class  SCR_WaveRespawnTimerComponentClass

Macros

#define RESPAWN_TIMER_COMPONENT_DEBUG

Functions

SCR_WaveRespawnTimerComponentClass SCR_RespawnTimerComponentClass RplProp ()] protected ref array< ref SCR_RespawnTimer > m_aFactionRespawnTimers
 Must be attached to a GameMode.
override void DrawDebugInfo ()
override bool GetCanPlayerSpawn (int playerID, float additionalTime=0)
override int GetPlayerRemainingTime (int playerID, float additionalTime=0)
override void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
override void OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData)
override void OnPlayerDeleted (int playerId, IEntity player)
override void OnPlayerConnected (int playerId)
void RpcDo_StartFactionTimer (int factionIndex, WorldTimestamp rplTime)
override void EOnFrame (IEntity owner, float timeSlice)
override void OnPostInit (IEntity owner)
 Initialise this component.
override void EOnInit (IEntity owner)
 Initialise this component with data from FactionsManager.

Variables

ref array< intm_aAllowedPlayers = {}
ref array< intm_aWaitingPlayers = {}

Macro Definition Documentation

◆ RESPAWN_TIMER_COMPONENT_DEBUG

#define RESPAWN_TIMER_COMPONENT_DEBUG

Function Documentation

◆ DrawDebugInfo()

override void DrawDebugInfo ( )
protected

Definition at line 24 of file SCR_WaveRespawnTimerComponent.c.

◆ EOnFrame()

override void EOnFrame ( IEntity owner,
float timeSlice )
protected

Definition at line 161 of file SCR_WaveRespawnTimerComponent.c.

◆ GetCanPlayerSpawn()

override bool GetCanPlayerSpawn ( int playerID,
float additionalTime = 0 )
protected

Definition at line 74 of file SCR_WaveRespawnTimerComponent.c.

◆ GetPlayerRemainingTime()

override int GetPlayerRemainingTime ( int playerID,
float additionalTime = 0 )
protected

Definition at line 80 of file SCR_WaveRespawnTimerComponent.c.

◆ OnPlayerConnected()

override void OnPlayerConnected ( int playerId)
protected

Called after a player is connected. Server-only.

Parameters
[in]playerIdPlayerId of connected player.
[in]playerId

Definition at line 139 of file SCR_WaveRespawnTimerComponent.c.

◆ OnPlayerDeleted()

override void OnPlayerDeleted ( int playerId,
IEntity player )
protected

Called after a player gets deleted.

Parameters
[in]playerIdPlayer ID
[in]playerPlayer entity

Definition at line 133 of file SCR_WaveRespawnTimerComponent.c.

◆ OnPlayerKilled()

override void OnPlayerKilled ( notnull SCR_InstigatorContextData instigatorContextData)
protected

Called after a player gets killed.

Parameters
[in]instigatorContextDataHolds the data of the victim and killer
[in]playerId
[in]playerEntity
[in]killerEntity
[in]killer

Definition at line 122 of file SCR_WaveRespawnTimerComponent.c.

◆ OnPlayerSpawnFinalize_S()

override void OnPlayerSpawnFinalize_S ( SCR_SpawnRequestComponent requestComponent,
SCR_SpawnHandlerComponent handlerComponent,
SCR_SpawnData data,
IEntity entity )
protected
Parameters
[in]requestComponent
[in]handlerComponent
[in]data
[in]entity

Definition at line 101 of file SCR_WaveRespawnTimerComponent.c.

◆ RpcDo_StartFactionTimer()

void RpcDo_StartFactionTimer ( int factionIndex,
WorldTimestamp rplTime )
protected

Broadcasts that sets timer duration for provided faction.

Parameters
durationDuration of respawn timer.
[in]factionIndex
[in]rplTime

Definition at line 154 of file SCR_WaveRespawnTimerComponent.c.

◆ RplProp()

Must be attached to a GameMode.

Respawn timers per faction

Variable Documentation

◆ m_aAllowedPlayers

ref array<int> m_aAllowedPlayers = {}
protected

Definition at line 17 of file SCR_WaveRespawnTimerComponent.c.

◆ m_aWaitingPlayers

ref array<int> m_aWaitingPlayers = {}
protected

Definition at line 20 of file SCR_WaveRespawnTimerComponent.c.