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CGameControllerMod Member List

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

CanJoinTeam(int Team, int NotThisId, char *pErrorReason, int ErrorReasonSize)IGameControllervirtual
CanSpawn(int Team, vec2 *pOutPos, int DDTeam)IGameControllervirtual
CGameControllerMod(class CGameContext *pGameServer)CGameControllerMod
ChangeMap(const char *pToMap)IGameController
ClampTeam(int Team)IGameController
Config()IGameControllerinlineprotected
DoActivityCheck()IGameControllerprotected
DoTeamChange(class CPlayer *pPlayer, int Team, bool DoChatMsg=true)IGameControllervirtual
DoWarmup(int Seconds)IGameControllervirtual
EndRound()IGameController
EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos, int DDTeam)IGameControllerprotected
EvaluateSpawnType(CSpawnEval *pEval, int Type, int DDTeam)IGameControllerprotected
GameServer() constIGameControllerinlineprotected
GetAutoTeam(int NotThisId)IGameControllervirtual
GetMaskForPlayerWorldEvent(int Asker, int ExceptID=-1)IGameController
GetTeamName(int Team)IGameControllervirtual
HandleCharacterTiles(class CCharacter *pChr, int MapIndex)IGameControllervirtual
IGameController(class CGameContext *pGameServer)IGameController
IsTeamPlay() constIGameControllerinline
m_aMapWishIGameControllerprotected
m_avSpawnPointsIGameControllerprivate
m_CurrentRecordIGameController
m_GameFlagsIGameControllerprotected
m_GameOverTickIGameControllerprotected
m_pConfigIGameControllerprivate
m_pGameServerIGameControllerprivate
m_pGameTypeIGameController
m_pLoadBestTimeResultIGameController
m_pServerIGameControllerprivate
m_RoundCountIGameControllerprotected
m_RoundStartTickIGameControllerprotected
m_SuddenDeathIGameControllerprotected
m_TeamsIGameControllerprivate
m_WarmupIGameControllerprotected
OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon)IGameControllervirtual
OnCharacterSpawn(class CCharacter *pChr)IGameControllervirtual
OnEntity(int Index, int x, int y, int Layer, int Flags, bool Initial, int Number=0)IGameControllervirtual
OnPlayerConnect(class CPlayer *pPlayer)IGameControllervirtual
OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason)IGameControllervirtual
OnReset()IGameControllervirtual
ResetGame()IGameControllerprotected
Server() constIGameControllerinlineprotected
SetArmorProgress(CCharacter *pCharacter, int Progress)IGameControllerinlinevirtual
Snap(int SnappingClient)IGameControllervirtual
StartRound()IGameController
Teams()IGameControllerinline
Tick() overrideCGameControllerModvirtual
~CGameControllerMod()CGameControllerMod
~IGameController()IGameControllervirtual