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