Awaitable Fort Round Events
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using { /Fortnite.com/Game } using { /Verse.org/SceneGraph } # Awaits round start. Resumes immediately if the round is already ongoing. (Component:component).AwaitRoundStart<public>()<suspends>:void = Component.GetFortRoundEvents().AwaitRoundStarted() # Awaits round end. (Component:component).AwaitRoundEnd<public>()<suspends>:void = Component.GetFortRoundEvents().AwaitRoundEnded() (Component:component).GetFortRoundEvents<internal>():fort_round_events = SimEntity := Component.Entity.GetSimulationEntity[] or Err("GetFortRoundEvents() called on a component that is not present in the scene") FortRoundEvents := SimEntity.GetComponent[fort_round_events] or block: SimEntity.AddComponents(array{NewFortRoundEvents := fort_round_events{Entity := SimEntity}}) NewFortRoundEvents <# Do not add this component manually! It is lazily initialized by `GetFortRoundEvents()`. To get the current round number, use a `round_settings_device` and its `RoundNumber` variable. You could technically add a RoundNumber variable to `fort_round_events` as well, but there's no reliable way to reset it when switching between edit and play mode during an edit session (besides pushing changes).
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