AForwardSpawnWave¶
#include <ForwardSpawnWave.h>
Inherits from ASpawnWave, ATBLActor, AActor, IReplicatedSubobjectInterface
Public Functions¶
| Name | |
|---|---|
| AForwardSpawnWave() | |
| virtual void | [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override |
| bool | IsControllerRecentlyInCombat(AController * Controller) const |
| void | SetAwaitingCombatTimer(AController * Controller) |
| void | SetPawnsAllowedToForwardSpawn(TArray< APawn * > InPawnsAllowedToForwardSpawn) |
Protected Functions¶
| Name | |
|---|---|
| void | ForwardSpawnController(AController * Controller) |
| void | OnQueuedPlayerCauseDamage(const FDamageTakenEvent & DamageEvent) |
| void | OnQueuedPlayerParryEvent(ATBLCharacter * A, ATBLCharacter * B, FParryEventState ParryEventState) |
| void | OnQueuedPlayerTakeDamage(const FDamageTakenEvent & DamageEvent) |
| void | OnRep_PawnsAllowedToForwardSpawn() |
| void | ResetCombatTimerFor(AController * Controller) |
| bool | ShouldResetCombatTimerFor(AController * Controller) const |
| void | SpawnOutOfCombatCharacters() |
Protected Attributes¶
| Name | |
|---|---|
| TSet< APawn * > | AllowedPawns |
| float | CombatTimerDuration |
| TSet< TWeakObjectPtr< AController > > | ControllerAwaitingCombatTimer |
| TMap< TWeakObjectPtr< AController >, FTimerHandle > | ControllerCombatTimerMap |
| TMap< TWeakObjectPtr< AController >, FTimerHandle > | ControllerTimerMap |
| TArray< APawn * > | PawnsAllowedToForwardSpawn |
| TSet< APawn * > | RejectedPawns |
Updated on 2025-01-21 at 09:02:23 +0100