#include <gamecontroller.h>
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| | IGameController (class CGameContext *pGameServer) |
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| virtual | ~IGameController () |
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| virtual int | OnCharacterDeath (class CCharacter *pVictim, class CPlayer *pKiller, int Weapon) |
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| virtual void | OnCharacterSpawn (class CCharacter *pChr) |
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| virtual void | HandleCharacterTiles (class CCharacter *pChr, int MapIndex) |
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| virtual void | SetArmorProgress (CCharacter *pCharacter, int Progress) |
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| virtual bool | OnEntity (int Index, int x, int y, int Layer, int Flags, bool Initial, int Number=0) |
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| virtual void | OnPlayerConnect (class CPlayer *pPlayer) |
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| virtual void | OnPlayerDisconnect (class CPlayer *pPlayer, const char *pReason) |
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| virtual void | OnReset () |
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| virtual void | DoWarmup (int Seconds) |
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| void | StartRound () |
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| void | EndRound () |
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| void | ChangeMap (const char *pToMap) |
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| virtual void | Tick () |
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| virtual void | Snap (int SnappingClient) |
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| virtual bool | CanSpawn (int Team, vec2 *pOutPos, int DDTeam) |
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| virtual void | DoTeamChange (class CPlayer *pPlayer, int Team, bool DoChatMsg=true) |
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| int | TileFlagsToPickupFlags (int TileFlags) const |
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| virtual const char * | GetTeamName (int Team) |
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| virtual int | GetAutoTeam (int NotThisId) |
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| virtual bool | CanJoinTeam (int Team, int NotThisId, char *pErrorReason, int ErrorReasonSize) |
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| virtual int | ClampTeam (int Team) |
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| CClientMask | GetMaskForPlayerWorldEvent (int Asker, int ExceptID=-1) |
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| bool | IsTeamPlay () const |
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| CGameTeams & | Teams () |
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◆ IGameController()
◆ ~IGameController()
| IGameController::~IGameController |
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virtualdefault |
◆ CanJoinTeam()
| bool IGameController::CanJoinTeam |
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int |
Team, |
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int |
NotThisId, |
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char * |
pErrorReason, |
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int |
ErrorReasonSize |
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) |
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virtual |
◆ CanSpawn()
| bool IGameController::CanSpawn |
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int |
Team, |
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vec2 * |
pOutPos, |
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int |
DDTeam |
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) |
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virtual |
◆ ChangeMap()
◆ ClampTeam()
| int IGameController::ClampTeam |
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int |
Team | ) |
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virtual |
◆ Config()
| CConfig * IGameController::Config |
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inlineprotected |
◆ DoActivityCheck()
| void IGameController::DoActivityCheck |
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protected |
◆ DoTeamChange()
◆ DoWarmup()
| void IGameController::DoWarmup |
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int |
Seconds | ) |
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virtual |
◆ EndRound()
| void IGameController::EndRound |
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◆ EvaluateSpawnPos()
◆ EvaluateSpawnType()
◆ GameServer()
◆ GetAutoTeam()
| int IGameController::GetAutoTeam |
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int |
NotThisId | ) |
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virtual |
◆ GetMaskForPlayerWorldEvent()
| CClientMask IGameController::GetMaskForPlayerWorldEvent |
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int |
Asker, |
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int |
ExceptID = -1 |
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) |
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◆ GetTeamName()
◆ HandleCharacterTiles()
◆ IsTeamPlay()
| bool IGameController::IsTeamPlay |
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const |
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inline |
◆ OnCharacterDeath()
◆ OnCharacterSpawn()
◆ OnEntity()
◆ OnPlayerConnect()
◆ OnPlayerDisconnect()
◆ OnReset()
| void IGameController::OnReset |
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virtual |
◆ ResetGame()
| void IGameController::ResetGame |
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protected |
◆ Server()
| IServer * IGameController::Server |
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const |
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inlineprotected |
◆ SetArmorProgress()
◆ Snap()
| void IGameController::Snap |
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int |
SnappingClient | ) |
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virtual |
◆ StartRound()
| void IGameController::StartRound |
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◆ Teams()
◆ Tick()
| void IGameController::Tick |
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virtual |
◆ TileFlagsToPickupFlags()
| int IGameController::TileFlagsToPickupFlags |
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int |
TileFlags | ) |
const |
◆ CSaveTeam
◆ m_aMapWish
◆ m_avSpawnPoints
| std::vector<vec2> IGameController::m_avSpawnPoints[3] |
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private |
◆ m_CurrentRecord
| float IGameController::m_CurrentRecord |
◆ m_GameFlags
| int IGameController::m_GameFlags |
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protected |
◆ m_GameOverTick
| int IGameController::m_GameOverTick |
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protected |
◆ m_pConfig
◆ m_pGameServer
◆ m_pGameType
◆ m_pLoadBestTimeResult
◆ m_pServer
◆ m_RoundCount
| int IGameController::m_RoundCount |
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protected |
◆ m_RoundStartTick
| int IGameController::m_RoundStartTick |
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protected |
◆ m_SuddenDeath
| int IGameController::m_SuddenDeath |
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protected |
◆ m_Teams
◆ m_Warmup
| int IGameController::m_Warmup |
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protected |
The documentation for this class was generated from the following files: