#include "multiplayer_spawner.h"
#include "core/io/marshalls.h"
#include "scene/main/multiplayer_api.h"
#include "scene/main/window.h"
#ifdef TOOLS_ENABLED
bool MultiplayerSpawner::_set(const StringName &p_name, const Variant &p_value) { … }
bool MultiplayerSpawner::_get(const StringName &p_name, Variant &r_ret) const { … }
void MultiplayerSpawner::_get_property_list(List<PropertyInfo> *p_list) const { … }
#endif
PackedStringArray MultiplayerSpawner::get_configuration_warnings() const { … }
void MultiplayerSpawner::add_spawnable_scene(const String &p_path) { … }
int MultiplayerSpawner::get_spawnable_scene_count() const { … }
String MultiplayerSpawner::get_spawnable_scene(int p_idx) const { … }
void MultiplayerSpawner::clear_spawnable_scenes() { … }
Vector<String> MultiplayerSpawner::_get_spawnable_scenes() const { … }
void MultiplayerSpawner::_set_spawnable_scenes(const Vector<String> &p_scenes) { … }
void MultiplayerSpawner::_bind_methods() { … }
void MultiplayerSpawner::_update_spawn_node() { … }
void MultiplayerSpawner::_notification(int p_what) { … }
void MultiplayerSpawner::_node_added(Node *p_node) { … }
NodePath MultiplayerSpawner::get_spawn_path() const { … }
void MultiplayerSpawner::set_spawn_path(const NodePath &p_path) { … }
void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_scene_id) { … }
void MultiplayerSpawner::_spawn_notify(ObjectID p_id) { … }
void MultiplayerSpawner::_node_exit(ObjectID p_id) { … }
int MultiplayerSpawner::find_spawnable_scene_index_from_path(const String &p_scene) const { … }
int MultiplayerSpawner::find_spawnable_scene_index_from_object(const ObjectID &p_id) const { … }
const Variant MultiplayerSpawner::get_spawn_argument(const ObjectID &p_id) const { … }
Node *MultiplayerSpawner::instantiate_scene(int p_id) { … }
Node *MultiplayerSpawner::instantiate_custom(const Variant &p_data) { … }
Node *MultiplayerSpawner::spawn(const Variant &p_data) { … }