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| CGameControllerDDRace (class CGameContext *pGameServer) |
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| ~CGameControllerDDRace () |
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CScore * | Score () |
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void | HandleCharacterTiles (class CCharacter *pChr, int MapIndex) override |
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void | SetArmorProgress (CCharacter *pCharacer, int Progress) override |
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void | OnPlayerConnect (class CPlayer *pPlayer) override |
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void | OnPlayerDisconnect (class CPlayer *pPlayer, const char *pReason) override |
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void | OnReset () override |
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void | Tick () override |
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void | DoTeamChange (class CPlayer *pPlayer, int Team, bool DoChatMsg=true) override |
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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 *pCharacer, 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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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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bool | IsForceBalanced () |
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virtual bool | CanBeMovedOnBalance (int ClientId) |
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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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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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int | ClampTeam (int Team) |
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CClientMask | GetMaskForPlayerWorldEvent (int Asker, int ExceptID=-1) |
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bool | IsTeamPlay () |
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CGameTeams & | Teams () |
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