#include <teams.h>
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| | CGameTeams (CGameContext *pGameContext) |
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| CCharacter * | Character (int ClientId) |
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| CPlayer * | GetPlayer (int ClientId) |
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| class CGameContext * | GameServer () |
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| class IServer * | Server () |
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| void | OnCharacterStart (int ClientId) |
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| void | OnCharacterFinish (int ClientId) |
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| void | OnCharacterSpawn (int ClientId) |
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| void | OnCharacterDeath (int ClientId, int Weapon) |
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| void | Tick () |
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| const char * | SetCharacterTeam (int ClientId, int Team) |
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| void | CheckTeamFinished (int Team) |
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| void | ChangeTeamState (int Team, ETeamState State) |
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| CClientMask | TeamMask (int Team, int ExceptId=-1, int Asker=-1, int VersionFlags=CGameContext::FLAG_SIX|CGameContext::FLAG_SIXUP) |
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| int | Count (int Team) const |
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| void | SetForceCharacterTeam (int ClientId, int Team) |
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| void | Reset () |
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| void | ResetRoundState (int Team) |
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| void | ResetSwitchers (int Team) |
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| void | SendTeamsState (int ClientId) |
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| void | SetTeamLock (int Team, bool Lock) |
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| void | SetTeamFlock (int Team, bool Mode) |
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| void | ResetInvited (int Team) |
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| void | SetClientInvited (int Team, int ClientId, bool Invited) |
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| ERaceState | GetDDRaceState (const CPlayer *Player) const |
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| int | GetStartTime (CPlayer *Player) |
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| float * | GetCurrentTimeCp (CPlayer *Player) |
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| void | SetDDRaceState (CPlayer *Player, ERaceState DDRaceState) |
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| void | SetStartTime (CPlayer *Player, int StartTime) |
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| void | SetLastTimeCp (CPlayer *Player, int LastTimeCp) |
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| void | KillCharacterOrTeam (int ClientId, int Team) |
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| void | ResetSavedTeam (int ClientId, int Team) |
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| void | RequestTeamSwap (CPlayer *pPlayer, CPlayer *pTargetPlayer, int Team) |
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| void | SwapTeamCharacters (CPlayer *pPrimaryPlayer, CPlayer *pTargetPlayer, int Team) |
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| void | CancelTeamSwap (CPlayer *pPlayer, int Team) |
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| void | ProcessSaveTeam () |
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| int | GetFirstEmptyTeam () const |
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| bool | TeeStarted (int ClientId) const |
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| bool | TeeFinished (int ClientId) const |
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| ETeamState | GetTeamState (int Team) const |
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| bool | TeamLocked (int Team) const |
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| bool | TeamFlock (int Team) const |
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| bool | IsInvited (int Team, int ClientId) const |
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| bool | IsStarted (int Team) const |
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| void | SetStarted (int ClientId, bool Started) |
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| void | SetFinished (int ClientId, bool Finished) |
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| void | SetSaving (int TeamId, std::shared_ptr< CScoreSaveResult > &SaveResult) |
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| bool | GetSaving (int TeamId) const |
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| void | SetPractice (int Team, bool Enabled) |
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| bool | IsPractice (int Team) |
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◆ CGameTeams()
◆ CancelTeamSwap()
◆ ChangeTeamState()
◆ Character()
◆ CheckTeamFinished()
| void CGameTeams::CheckTeamFinished |
( |
int |
Team | ) |
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◆ Count()
| int CGameTeams::Count |
( |
int |
Team | ) |
const |
◆ GameServer()
◆ GetCurrentTimeCp()
◆ GetDDRaceState()
◆ GetFirstEmptyTeam()
| int CGameTeams::GetFirstEmptyTeam |
( |
| ) |
const |
◆ GetPlayer()
◆ GetSaving()
| bool CGameTeams::GetSaving |
( |
int |
TeamId | ) |
const |
◆ GetStartTime()
◆ GetTeamState()
◆ IsInvited()
| bool CGameTeams::IsInvited |
( |
int |
Team, |
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int |
ClientId |
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) |
| const |
◆ IsPractice()
| bool CGameTeams::IsPractice |
( |
int |
Team | ) |
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◆ IsStarted()
| bool CGameTeams::IsStarted |
( |
int |
Team | ) |
const |
◆ KillCharacterOrTeam()
| void CGameTeams::KillCharacterOrTeam |
( |
int |
ClientId, |
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int |
Team |
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) |
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◆ KillTeam()
| void CGameTeams::KillTeam |
( |
int |
Team, |
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int |
NewStrongId, |
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int |
ExceptId = -1 |
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) |
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private |
Kill the whole team.
- Parameters
-
| Team | The team id to kill |
| NewStrongId | The player with that id will get strong hook on everyone else, -1 will set the normal spawning order |
| ExceptId | The player that should not get killed |
◆ OnCharacterDeath()
| void CGameTeams::OnCharacterDeath |
( |
int |
ClientId, |
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int |
Weapon |
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) |
| |
◆ OnCharacterFinish()
| void CGameTeams::OnCharacterFinish |
( |
int |
ClientId | ) |
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◆ OnCharacterSpawn()
| void CGameTeams::OnCharacterSpawn |
( |
int |
ClientId | ) |
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◆ OnCharacterStart()
| void CGameTeams::OnCharacterStart |
( |
int |
ClientId | ) |
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◆ OnFinish()
◆ OnTeamFinish()
◆ ProcessSaveTeam()
| void CGameTeams::ProcessSaveTeam |
( |
| ) |
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◆ RequestTeamSwap()
◆ Reset()
| void CGameTeams::Reset |
( |
| ) |
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◆ ResetInvited()
| void CGameTeams::ResetInvited |
( |
int |
Team | ) |
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◆ ResetRoundState()
| void CGameTeams::ResetRoundState |
( |
int |
Team | ) |
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◆ ResetSavedTeam()
| void CGameTeams::ResetSavedTeam |
( |
int |
ClientId, |
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int |
Team |
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) |
| |
◆ ResetSwitchers()
| void CGameTeams::ResetSwitchers |
( |
int |
Team | ) |
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◆ SendTeamsState()
| void CGameTeams::SendTeamsState |
( |
int |
ClientId | ) |
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◆ Server()
◆ SetCharacterTeam()
◆ SetClientInvited()
| void CGameTeams::SetClientInvited |
( |
int |
Team, |
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int |
ClientId, |
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bool |
Invited |
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) |
| |
◆ SetDDRaceState()
◆ SetFinished()
| void CGameTeams::SetFinished |
( |
int |
ClientId, |
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bool |
Finished |
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) |
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◆ SetForceCharacterTeam()
| void CGameTeams::SetForceCharacterTeam |
( |
int |
ClientId, |
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int |
Team |
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) |
| |
◆ SetLastTimeCp()
◆ SetPractice()
| void CGameTeams::SetPractice |
( |
int |
Team, |
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bool |
Enabled |
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) |
| |
◆ SetSaving()
◆ SetStarted()
| void CGameTeams::SetStarted |
( |
int |
ClientId, |
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bool |
Started |
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) |
| |
◆ SetStartTime()
◆ SetTeamFlock()
◆ SetTeamLock()
◆ SwapTeamCharacters()
◆ TeamFinished()
| bool CGameTeams::TeamFinished |
( |
int |
Team | ) |
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private |
◆ TeamFlock()
| bool CGameTeams::TeamFlock |
( |
int |
Team | ) |
const |
◆ TeamLocked()
| bool CGameTeams::TeamLocked |
( |
int |
Team | ) |
const |
◆ TeamMask()
◆ TeeFinished()
| bool CGameTeams::TeeFinished |
( |
int |
ClientId | ) |
const |
◆ TeeStarted()
| bool CGameTeams::TeeStarted |
( |
int |
ClientId | ) |
const |
◆ Tick()
| void CGameTeams::Tick |
( |
| ) |
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◆ m_aInvited
◆ m_aLastChat
◆ m_aLastSwap
◆ m_aPractice
◆ m_apSaveTeamResult
◆ m_aTeamFlock
◆ m_aTeamLocked
◆ m_aTeamSentStartWarning
◆ m_aTeamState
◆ m_aTeamUnfinishableKillTick
◆ m_aTeeFinished
◆ m_aTeeStarted
◆ m_Core
◆ m_pGameContext
The documentation for this class was generated from the following files: