| CancelTeamSwap(CPlayer *pPlayer, int Team) | CGameTeams | |
| CGameTeams(CGameContext *pGameContext) | CGameTeams | |
| ChangeTeamState(int Team, ETeamState State) | CGameTeams | |
| Character(int ClientId) | CGameTeams | |
| CheckTeamFinished(int Team) | CGameTeams | |
| Count(int Team) const | CGameTeams | |
| GameServer() | CGameTeams | |
| GetCurrentTimeCp(CPlayer *Player) | CGameTeams | |
| GetDDRaceState(const CPlayer *Player) const | CGameTeams | |
| GetFirstEmptyTeam() const | CGameTeams | |
| GetPlayer(int ClientId) | CGameTeams | |
| GetSaving(int TeamId) const | CGameTeams | |
| GetStartTime(CPlayer *Player) | CGameTeams | |
| GetTeamState(int Team) const | CGameTeams | |
| IsInvited(int Team, int ClientId) const | CGameTeams | |
| IsPractice(int Team) | CGameTeams | |
| IsStarted(int Team) const | CGameTeams | |
| KillCharacterOrTeam(int ClientId, int Team) | CGameTeams | |
| KillTeam(int Team, int NewStrongId, int ExceptId=-1) | CGameTeams | private |
| m_aInvited | CGameTeams | private |
| m_aLastChat | CGameTeams | private |
| m_aLastSwap | CGameTeams | private |
| m_aPractice | CGameTeams | private |
| m_apSaveTeamResult | CGameTeams | private |
| m_aTeamFlock | CGameTeams | private |
| m_aTeamLocked | CGameTeams | private |
| m_aTeamSentStartWarning | CGameTeams | private |
| m_aTeamState | CGameTeams | private |
| m_aTeamUnfinishableKillTick | CGameTeams | private |
| m_aTeeFinished | CGameTeams | private |
| m_aTeeStarted | CGameTeams | private |
| m_Core | CGameTeams | |
| m_pGameContext | CGameTeams | private |
| OnCharacterDeath(int ClientId, int Weapon) | CGameTeams | |
| OnCharacterFinish(int ClientId) | CGameTeams | |
| OnCharacterSpawn(int ClientId) | CGameTeams | |
| OnCharacterStart(int ClientId) | CGameTeams | |
| OnFinish(CPlayer *Player, int TimeTicks, const char *pTimestamp) | CGameTeams | private |
| OnTeamFinish(int Team, CPlayer **Players, unsigned int Size, int TimeTicks, const char *pTimestamp) | CGameTeams | private |
| ProcessSaveTeam() | CGameTeams | |
| RequestTeamSwap(CPlayer *pPlayer, CPlayer *pTargetPlayer, int Team) | CGameTeams | |
| Reset() | CGameTeams | |
| ResetInvited(int Team) | CGameTeams | |
| ResetRoundState(int Team) | CGameTeams | |
| ResetSavedTeam(int ClientId, int Team) | CGameTeams | |
| ResetSwitchers(int Team) | CGameTeams | |
| SendTeamsState(int ClientId) | CGameTeams | |
| Server() | CGameTeams | |
| SetCharacterTeam(int ClientId, int Team) | CGameTeams | |
| SetClientInvited(int Team, int ClientId, bool Invited) | CGameTeams | |
| SetDDRaceState(CPlayer *Player, ERaceState DDRaceState) | CGameTeams | |
| SetFinished(int ClientId, bool Finished) | CGameTeams | |
| SetForceCharacterTeam(int ClientId, int Team) | CGameTeams | |
| SetLastTimeCp(CPlayer *Player, int LastTimeCp) | CGameTeams | |
| SetPractice(int Team, bool Enabled) | CGameTeams | |
| SetSaving(int TeamId, std::shared_ptr< CScoreSaveResult > &SaveResult) | CGameTeams | |
| SetStarted(int ClientId, bool Started) | CGameTeams | |
| SetStartTime(CPlayer *Player, int StartTime) | CGameTeams | |
| SetTeamFlock(int Team, bool Mode) | CGameTeams | |
| SetTeamLock(int Team, bool Lock) | CGameTeams | |
| SwapTeamCharacters(CPlayer *pPrimaryPlayer, CPlayer *pTargetPlayer, int Team) | CGameTeams | |
| TeamFinished(int Team) | CGameTeams | private |
| TeamFlock(int Team) const | CGameTeams | |
| TeamLocked(int Team) const | CGameTeams | |
| TeamMask(int Team, int ExceptId=-1, int Asker=-1, int VersionFlags=CGameContext::FLAG_SIX|CGameContext::FLAG_SIXUP) | CGameTeams | |
| TeeFinished(int ClientId) const | CGameTeams | |
| TeeStarted(int ClientId) const | CGameTeams | |
| Tick() | CGameTeams | |