#include <ddnet.h>
|
| | CGameControllerDDNet (class CGameContext *pGameServer) |
| | ~CGameControllerDDNet () override |
| CScore * | Score () |
| void | HandleCharacterTiles (class CCharacter *pChr, int MapIndex) override |
| void | SetArmorProgress (CCharacter *pCharacter, int Progress) override |
| int | SnapPlayerScore (int SnappingClient, CPlayer *pPlayer) override |
| CFinishTime | SnapPlayerTime (int SnappingClient, CPlayer *pPlayer) override |
| CFinishTime | SnapMapBestTime (int SnappingClient) override |
| void | OnPlayerConnect (class CPlayer *pPlayer) override |
| void | OnPlayerDisconnect (class CPlayer *pPlayer, const char *pReason) override |
| void | OnReset () override |
| void | Tick () override |
| void | DoTeamChange (class CPlayer *pPlayer, int Team, bool DoChatMsg=true) override |
| | IGameController (class CGameContext *pGameServer) |
| virtual | ~IGameController () |
| virtual int | OnCharacterDeath (class CCharacter *pVictim, class CPlayer *pKiller, int Weapon) |
| virtual void | OnCharacterSpawn (class CCharacter *pChr) |
| virtual bool | OnEntity (int Index, int x, int y, int Layer, int Flags, bool Initial, int Number=0) |
| virtual void | DoWarmup (int Seconds) |
| void | StartRound () |
| void | EndRound () |
| void | ChangeMap (const char *pToMap) |
| virtual void | Snap (int SnappingClient) |
| virtual bool | CanSpawn (int Team, vec2 *pOutPos, int ClientId) |
| int | TileFlagsToPickupFlags (int TileFlags) const |
| virtual bool | IsValidTeam (int Team) |
| virtual const char * | GetTeamName (int Team) |
| virtual int | GetAutoTeam (int NotThisId) |
| virtual bool | CanJoinTeam (int Team, int NotThisId, char *pErrorReason, int ErrorReasonSize) |
| CClientMask | GetMaskForPlayerWorldEvent (int Asker, int ExceptID=-1) |
| bool | IsTeamPlay () const |
| CGameTeams & | Teams () |
◆ CGameControllerDDNet()
| CGameControllerDDNet::CGameControllerDDNet |
( |
class CGameContext * | pGameServer | ) |
|
◆ ~CGameControllerDDNet()
| CGameControllerDDNet::~CGameControllerDDNet |
( |
| ) |
|
|
overridedefault |
◆ DoTeamChange()
| void CGameControllerDDNet::DoTeamChange |
( |
class CPlayer * | pPlayer, |
|
|
int | Team, |
|
|
bool | DoChatMsg = true ) |
|
overridevirtual |
◆ HandleCharacterTiles()
| void CGameControllerDDNet::HandleCharacterTiles |
( |
class CCharacter * | pChr, |
|
|
int | MapIndex ) |
|
overridevirtual |
◆ OnPlayerConnect()
| void CGameControllerDDNet::OnPlayerConnect |
( |
class CPlayer * | pPlayer | ) |
|
|
overridevirtual |
◆ OnPlayerDisconnect()
| void CGameControllerDDNet::OnPlayerDisconnect |
( |
class CPlayer * | pPlayer, |
|
|
const char * | pReason ) |
|
overridevirtual |
◆ OnReset()
| void CGameControllerDDNet::OnReset |
( |
| ) |
|
|
overridevirtual |
◆ Score()
| CScore * CGameControllerDDNet::Score |
( |
| ) |
|
◆ SetArmorProgress()
| void CGameControllerDDNet::SetArmorProgress |
( |
CCharacter * | pCharacter, |
|
|
int | Progress ) |
|
overridevirtual |
◆ SnapMapBestTime()
Snaps the current server record / best time of the current map.
- Parameters
-
| SnappingClient | Client ID of the player that will receive the snapshot. |
- Returns
- The the map best time split into seconds and the milliseconds remainder, use CFinishTime::Unset if you want the server to prefer scores.
Reimplemented from IGameController.
◆ SnapPlayerScore()
| int CGameControllerDDNet::SnapPlayerScore |
( |
int | SnappingClient, |
|
|
CPlayer * | pPlayer ) |
|
overridevirtual |
Sets the score value that will be shown in the scoreboard.
- Parameters
-
| SnappingClient | Client ID of the player that will receive the snapshot. |
| pPlayer | Player that is being snapped. |
- Returns
- the score value that will be included in the snapshot.
Reimplemented from IGameController.
◆ SnapPlayerTime()
Returns the finish time value that will be shown in the scoreboard.
- Parameters
-
| SnappingClient | Client ID of the player that will receive the snapshot. |
| pPlayer | Player that is being snapped. |
- Returns
- The time split into seconds and the milliseconds remainder, use CFinishTime::Unset if you want the server to prefer scores.
Reimplemented from IGameController.
◆ Tick()
| void CGameControllerDDNet::Tick |
( |
| ) |
|
|
overridevirtual |
The documentation for this class was generated from the following files: