80 bool PawnHidden =
false;
81 bool ControllerHidden =
false;
83 bool Any()
const {
return PawnHidden || ControllerHidden; }
99 void SetPrivate(
const PrivateEntity&
entry);
101 EntitySystem& _entities;
102 const Bindings& _bindings;
103 std::array<SlotState, MaxPlayers> _state{};
104 std::vector<PrivateEntity> _private;
106 Subscription _slotListener;
runtime.Entities: finds and creates entities. Everything it returns is valid for this frame only; see...
"The occupant of this slot changed" - raised by PlayerManager, consumed below it.
Which clients receive which entities, filtered after CheckTransmit.
void ShowOnlyToTeam(EntityRef entity, Team team)
Visibility(const Visibility &)=delete
void SetPawnHidden(int slot, bool hidden)
bool IsPawnHidden(int slot) const
void HideFromTeam(EntityRef entity, Team team)
void ShowToEveryone(EntityRef entity)
void SetControllerHidden(int slot, bool hidden)
std::shared_ptr< GlowVision > CreateGlow(int viewerSlot, GlowConfig config={})
void ShowOnlyTo(EntityRef entity, int slot)
void OnCheckTransmit(CCheckTransmitInfo **infoList, int infoCount)
Visibility & operator=(const Visibility &)=delete
static std::string ReadFile(const std::filesystem::path &path)
std::expected< void, Error > Status
An RGBA color in the engine's byte order, as m_clrRender and glow colors hold it.
std::function< bool(int slot)> Filter