DDraceNetwork Documentation
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CGameTeams Member List

This is the complete list of members for CGameTeams, including all inherited members.

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) constCGameTeams
GameServer()CGameTeams
GetCurrentTimeCp(CPlayer *Player)CGameTeams
GetDDRaceState(const CPlayer *Player) constCGameTeams
GetFirstEmptyTeam() constCGameTeams
GetPlayer(int ClientId)CGameTeams
GetSaving(int TeamId) constCGameTeams
GetStartTime(CPlayer *Player)CGameTeams
GetTeamState(int Team) constCGameTeams
IsInvited(int Team, int ClientId) constCGameTeams
IsPractice(int Team)CGameTeams
IsStarted(int Team) constCGameTeams
KillCharacterOrTeam(int ClientId, int Team)CGameTeams
KillTeam(int Team, int NewStrongId, int ExceptId=-1)CGameTeamsprivate
m_aInvitedCGameTeamsprivate
m_aLastChatCGameTeamsprivate
m_aLastSwapCGameTeamsprivate
m_aPracticeCGameTeamsprivate
m_apSaveTeamResultCGameTeamsprivate
m_aTeamFlockCGameTeamsprivate
m_aTeamLockedCGameTeamsprivate
m_aTeamSentStartWarningCGameTeamsprivate
m_aTeamStateCGameTeamsprivate
m_aTeamUnfinishableKillTickCGameTeamsprivate
m_aTeeFinishedCGameTeamsprivate
m_aTeeStartedCGameTeamsprivate
m_CoreCGameTeams
m_pGameContextCGameTeamsprivate
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)CGameTeamsprivate
OnTeamFinish(int Team, CPlayer **Players, unsigned int Size, int TimeTicks, const char *pTimestamp)CGameTeamsprivate
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)CGameTeamsprivate
TeamFlock(int Team) constCGameTeams
TeamLocked(int Team) constCGameTeams
TeamMask(int Team, int ExceptId=-1, int Asker=-1, int VersionFlags=CGameContext::FLAG_SIX|CGameContext::FLAG_SIXUP)CGameTeams
TeeFinished(int ClientId) constCGameTeams
TeeStarted(int ClientId) constCGameTeams
Tick()CGameTeams