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RplComponent.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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class
RplComponentClass
:
BaseRplComponentClass
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{
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}
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class
RplComponent: BaseRplComponent
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{
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static
proto
void
DeleteRplEntity
(
IEntity
entity,
bool
releaseFromReplication);
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proto external
void
GiveExt
(
RplIdentity
newOwner,
bool
alwaysNotify);
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proto external
void
ForceNodeMovement
(
vector
previousPos);
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proto external
void
EnableStreamingConNode
(
RplIdentity
identity,
bool
enable);
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static
proto
void
EnableStreamingForConnection(
RplIdentity
identity,
bool
enable);
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/*
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Insert MPObserver at position, for identity.
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Allows for static observer that then streams in/preloads replicated entities
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\warning Ensure you delete these observers after usage, they can cause performance issues.
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\param identity Client connection.
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\param x Position of observer.
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\param z Position of observer.
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*/
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static
proto
void
InsertMPObserver(
RplIdentity
identity,
float
x,
float
z);
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/*
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Remove MPObserver for identity.
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\param identity Client connection.
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*/
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static
proto
void
RemoveMPObserver(
RplIdentity
identity);
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}
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BaseRplComponentClass
Definition
BaseRplComponent.c:13
IEntity
Definition
IEntity.c:13
RplComponentClass
Definition
RplComponent.c:13
RplIdentity
Replication connection identity.
Definition
RplIdentity.c:14
vector
Definition
vector.c:13
ForceNodeMovement
proto external void ForceNodeMovement(vector previousPos)
DeleteRplEntity
RplComponentClass BaseRplComponentClass DeleteRplEntity(IEntity entity, bool releaseFromReplication)
Base class for entity replication - e.g. vehicles, characters, animals.
EnableStreamingConNode
proto external void EnableStreamingConNode(RplIdentity identity, bool enable)
GiveExt
proto external void GiveExt(RplIdentity newOwner, bool alwaysNotify)
scripts
Game
generated
Components
RplComponent.c
Generated by
1.17.0