6#include "CoreMinimal.h"
10#include "GameFramework/Actor.h"
11#include "TeamDeathmatchSpawnPoint.generated.h"
20 GENERATED_UCLASS_BODY()
23 virtual void BeginPlay()
override;
25 UFUNCTION(BlueprintPure)
26 virtual FText GetPointName()
const {
return PointName; }
28 virtual bool GetSpawnLocation(
AProjectXPlayerState* SpawnInstigator, FTransform& Transform)
const override;
29 virtual AActor* GetPlayerStart(
class AController* Player)
const;
32 virtual float GetSpawnScoreForInstigator(
const AActor*
const QueryInstigator, FVector& TargetLocation,
bool bUseDistanceToTargetLocation =
false)
const override;
33 virtual void CollectPlayerStartList();
35 virtual void MatchStarted()
override;
37 void UpdateSpawnRanges(int32 MaxSpawnRange, int32 MinSpawnRange) { MaxSpawnPointSearchDistance = MaxSpawnRange; MinSpawnPointSearchDistance = MinSpawnRange; }
39 virtual int32
GetTeam()
const override {
return DefaultTeam; }
42 bool GetPlayerStartList(uint8
Team, TArray<AActor*>& PlayerStartList)
const;
43 void SavePlayerStart(
AStartPointVolume* StartVolume, TArray<AActor*>& PlayerStartList, APlayerStart* PlayerStart);
46 UPROPERTY(EditInstanceOnly, Category =
"Assault Point")
47 int32 DefaultTeam = INDEX_NONE;
50 UPROPERTY(EditInstanceOnly, Category = "Spawn Point Spawns")
54 UPROPERTY(EditInstanceOnly, Category = "Spawn Point Spawns")
57 TArray<AActor*> GamePlayPlayerStartList;
59 TMap<uint8, TArray<AActor*>> MatchStartPlayerStartList;
62 UPROPERTY(EditInstanceOnly, Category = "SpawnPoint")
64 float MaxSpawnPointSearchDistance = 6000.0f;
65 float MinSpawnPointSearchDistance = 3000.0f;
67 bool bMatchStarted = false;
Definition: ProjectXPlayerState.h:238
Definition: StartPointVolume.h:14
Definition: TeamDeathmatchSpawnPoint.h:19
void UpdateSpawnRanges(int32 MaxSpawnRange, int32 MinSpawnRange)
Definition: TeamDeathmatchSpawnPoint.h:37
virtual int32 GetTeam() const override
Definition: TeamDeathmatchSpawnPoint.h:39
Definition: ReactsToMatchEvents.h:16
Definition: SpawnTargetInterface.h:18
Definition: TeamInterface.h:26