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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