Skip to content

SpawnInSequence

15.19 Value struct

Class Documentation

Edit documentation

A spawn-in sequence for a champion skin: a Sequence and an animation that play when the champion enters the game.

The server starts it by sending a message for the champion. The client runs it only when a client feature flag is on; which setting controls that flag is not yet identified. The steps are:

  1. The client waits 0xa4c9a8d7 seconds.
  2. It picks OrderSequence when the champion is on team 100 (Order), and ChaosSequence otherwise. If the skin has no spawn-in sequence, or the picked link is empty, nothing plays.
  3. It fills the sequence's object slots: the slot named by 0x4adc6795 gets the champion, and the slot named by 0x5a439ea4 gets a separate object that the client creates for the sequence.
  4. It puts the champion into a spawn-in state, plays Animation on it and starts the sequence.
  5. 0x259377f1 seconds after the start, the client ends a first phase on the champion. What that phase changes is not yet identified.
  6. When the sequence reaches the time of its last key, the client takes the champion out of the spawn-in state and the spawn-in is over.

What the spawn-in state changes on the champion is not yet identified.

The client can also end the sequence early, under a condition that is not yet identified.

Properties

0x259377f1

F32 = 5
Edit documentation

Time, in seconds after the sequence starts, at which the client ends a first phase of the spawn-in on the champion. What that phase changes is not yet identified.

Animation

String = "Spawn_Start_SR"
16.2
Edit documentation

The name of the animation the champion plays when the sequence starts.

ChaosSequence

Link<Sequence> = "0x0"
Edit documentation

The sequence played when the champion is on any team other than 100.

SpawnDelay

F32 = 0
16.1
Add documentation

No documentation available yet. Click "Add documentation" to contribute!

Referenced by 1 class · 1 property