0x724108b0
F32 = 0 Not read by the client. Purpose not yet identified.
A superward: a unit that owns a vision region on the map and shows effects for the
teams that the server lists. It sits in the Superward field of a
SuperwardEntityTemplate.
Region. When the entity spawns, the component finds the region entity that
visionRegion names, takes the outline of its Region field
(RegionGeComponentDef) and builds a flat ground mesh from
it.
Region visibility. Each tick, the component checks a unit that the HUD tracks. While that unit is the unit of the superward for at least 0.1 seconds, the component shows the region entity. Otherwise it hides the region entity. Which HUD state the check reads, such as hover or selection, has not been identified.
Teams. The server adds teams to a team list and removes them. After each change, the
client spawns the VfxSystem effect if the team of the local player is in the list, and
destroys it otherwise. A spectator sees the effect when the list is not empty. The effect
gets the ground mesh as its linked mesh, so an emitter with a
VfxEmissionLinkedMeshData surface emits over the
region. The server can also send a start time, and the client fast-forwards the effect by
the time that has passed since then.
F32 = 0 Not read by the client. Purpose not yet identified.
A second effect. The client spawns it when the server sends a message for it. A new message replaces the previous effect.
The effect that the client shows while the local team is in the team list.
Hash = "0x0" Name hash of the region entity whose outline the superward uses.