CGameTeams(CGameContext *pGameContext) | CGameTeams | |
ChangeTeamState(int Team, int State) | CGameTeams | |
Character(int ClientId) | CGameTeams | inline |
CheckTeamFinished(int Team) | CGameTeams | |
Count(int Team) const | CGameTeams | |
GameServer() | CGameTeams | inline |
GetCurrentTimeCp(CPlayer *Player) | CGameTeams | |
GetDDRaceState(CPlayer *Player) | CGameTeams | |
GetFirstEmptyTeam() const | CGameTeams | |
GetPlayer(int ClientId) | CGameTeams | inline |
GetSaving(int TeamId) | CGameTeams | inline |
GetStartTime(CPlayer *Player) | CGameTeams | |
GetTeamState(int Team) | CGameTeams | inline |
IsInvited(int Team, int ClientId) | CGameTeams | inline |
IsPractice(int Team) | CGameTeams | inline |
IsStarted(int Team) | CGameTeams | inline |
KillSavedTeam(int ClientId, int Team) | CGameTeams | |
KillTeam(int Team, int NewStrongId, int ExceptId=-1) | CGameTeams | private |
m_aInvited | CGameTeams | private |
m_aLastChat | CGameTeams | private |
m_aLastSwap | CGameTeams | private |
m_aPractice | CGameTeams | private |
m_apSaveTeamResult | CGameTeams | private |
m_aTeamFlock | CGameTeams | private |
m_aTeamLocked | CGameTeams | private |
m_aTeamSentStartWarning | CGameTeams | private |
m_aTeamState | CGameTeams | private |
m_aTeamUnfinishableKillTick | CGameTeams | private |
m_aTeeFinished | CGameTeams | private |
m_aTeeStarted | CGameTeams | private |
m_Core | CGameTeams | |
m_pGameContext | CGameTeams | private |
OnCharacterDeath(int ClientId, int Weapon) | CGameTeams | |
OnCharacterFinish(int ClientId) | CGameTeams | |
OnCharacterSpawn(int ClientId) | CGameTeams | |
OnCharacterStart(int ClientId) | CGameTeams | |
OnFinish(CPlayer *Player, int TimeTicks, const char *pTimestamp) | CGameTeams | private |
OnTeamFinish(int Team, CPlayer **Players, unsigned int Size, int TimeTicks, const char *pTimestamp) | CGameTeams | private |
ProcessSaveTeam() | CGameTeams | |
RequestTeamSwap(CPlayer *pPlayer, CPlayer *pTargetPlayer, int Team) | CGameTeams | |
Reset() | CGameTeams | |
ResetInvited(int Team) | CGameTeams | |
ResetRoundState(int Team) | CGameTeams | |
ResetSavedTeam(int ClientId, int Team) | CGameTeams | |
ResetSwitchers(int Team) | CGameTeams | |
SendTeamsState(int ClientId) | CGameTeams | |
Server() | CGameTeams | inline |
SetCharacterTeam(int ClientId, int Team) | CGameTeams | |
SetClientInvited(int Team, int ClientId, bool Invited) | CGameTeams | |
SetDDRaceState(CPlayer *Player, int DDRaceState) | CGameTeams | |
SetFinished(int ClientId, bool Finished) | CGameTeams | inline |
SetForceCharacterTeam(int ClientId, int Team) | CGameTeams | |
SetLastTimeCp(CPlayer *Player, int LastTimeCp) | CGameTeams | |
SetPractice(int Team, bool Enabled) | CGameTeams | inline |
SetSaving(int TeamId, std::shared_ptr< CScoreSaveResult > &SaveResult) | CGameTeams | inline |
SetStarted(int ClientId, bool Started) | CGameTeams | inline |
SetStartTime(CPlayer *Player, int StartTime) | CGameTeams | |
SetTeamFlock(int Team, bool Mode) | CGameTeams | |
SetTeamLock(int Team, bool Lock) | CGameTeams | |
SwapTeamCharacters(CPlayer *pPrimaryPlayer, CPlayer *pTargetPlayer, int Team) | CGameTeams | |
TeamFinished(int Team) | CGameTeams | private |
TeamFlock(int Team) | CGameTeams | inline |
TeamLocked(int Team) | CGameTeams | inline |
TeamMask(int Team, int ExceptId=-1, int Asker=-1, int VersionFlags=CGameContext::FLAG_SIX|CGameContext::FLAG_SIXUP) | CGameTeams | |
TEAMSTATE_EMPTY enum value | CGameTeams | |
TEAMSTATE_FINISHED enum value | CGameTeams | |
TEAMSTATE_OPEN enum value | CGameTeams | |
TEAMSTATE_STARTED enum value | CGameTeams | |
TEAMSTATE_STARTED_UNFINISHABLE enum value | CGameTeams | |
TeeFinished(int ClientId) | CGameTeams | inline |
TeeStarted(int ClientId) | CGameTeams | inline |
Tick() | CGameTeams | |