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ASpawnWave

#include <SpawnWave.h>

Inherits from ATBLActor, AActor, IReplicatedSubobjectInterface

Inherited by AForcedRespawnSpawnWave, AForwardSpawnWave

Public Functions

Name
ASpawnWave()
void AllowFullPlayerControl()
void AttemptCleanup()
void End()
void FireEarly()
TArray< TSubclassOf< ATBLCharacter > > GetAllowedCharacterClasses(ATBLPlayerController * TargetController)
TSubclassOf< ULoadoutSelection > GetAllowedLoadoutSelection(TSubclassOf< ATBLCharacter > RequestedClass)
void GetDisplayInfo(TMap< TSubclassOf< ATBLCharacter >, TSubclassOf< ULoadoutSelection >> & AllowedClasses, UTexture2D *& SpawnWaveIcon, [[FText]] & SpawnWaveName, bool & SpawnWithHorse)
virtual void [[GetLifetimeReplicatedProps]](TArray< FLifetimeProperty > & OutLifetimeProps) const override
int32 GetNumberOfJoinedPlayers()
float GetTimeLeft(AController * Target) const
void HandleNoLongerJoinable()
bool HasPendingDeferredSpawnsRemaining() const
bool IsJoinableBy(AController * Controller)
bool IsPlayerInSpawnWave(ATBLPlayerState * PS)
bool IsSpecialSpawn()
bool JoinSpawn(AController * Controller)
bool LeaveSpawn(AController * Controller)
bool NeedsCleanup() const
void NotifyPendingDeferredSpawn()
void NotifyPendingDeferredSpawnPerformed()
void OnRep_WaveState()
void ProcessInitiallySpawnedCharacters(ASpawner * InstigatorSpawner, const TArray< ATBLCharacter * > & Characters)
void Public_StartSpawning()
bool RejectSpawn(AController * Controller)
void ReportSpawnFailure(AController * Controller, const FName & Reason)
void SetClientJoinTime(float InClientJoinWorldTime)
void SetNoLongerJoinable()
bool ShouldShowSpawnPrompt()
void SpawnController(AController * Controller)
void StartCleanupTimer(bool bRestart)

Protected Functions

Name
void OnControllerPossessedPawn(APawn * NewPawn)
void OnRep_ReplJoinedPlayers()
void StartPrespawning()

Public Attributes

Name
float ExtraSecondsBeforeSpawningToSpawnBots
[[EFaction]] Faction
TSet< AController * > JoinedPlayers
float LastPendingDeferredSpawnRequest
int32 MaxPlayerCount
float MinimumWaitTimeSeconds
FPossessedCharacter OnPossessedCharacter
FSpawnWaveSpawnedCharacter OnSpawnedCharacter
FWaveFilled OnWaveFilled
FWaveFinished OnWaveFinished
FWaveFinished OnWaveNoLongerJoinable
FWaveSpawning OnWaveSpawning
int32 PendingDeferredSpawnCount
TArray< AController * > PlayersToSpawn
float PrespawnTime
TSet< AController * > RejectedPlayers
TArray< ATBLPlayerState * > ReplJoinedPlayers
float SecondsBeforeSpawningStarts
float SecondsJoinableAfterSpawningStarts
FSpawnWaveSounds SpawnWaveSounds
ASpawner * Spawner
TSubclassOf< USpecialSpawnSpec > SpecialSpawnSpec
float StartTime
[[ESpawnWaveState]] WaveState
bool bAllowBots
bool bControlRestricted
uint8 bFireWhenFilled
bool bForcedSpawn
bool bForwardSpawn
bool bIsPlayFromHere
bool bPrespawn
bool bPrivateWave
bool bWantsEndAfterControlReturned

Protected Attributes

Name
USceneComponent * DummyRoot
TSet< AController * > HistoryOfJoinedPlayers

Updated on 2025-01-21 at 09:02:23 +0100