#include <interactions.h>
◆ CanHit()
| bool CInteractions::CanHit |
( |
const CGameContext * | pGameServer, |
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int | ClientId ) const |
◆ CanHitMask()
◆ CanSee()
| bool CInteractions::CanSee |
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const CGameContext * | pGameServer, |
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int | ClientId ) const |
◆ CanSeeMask()
◆ Character()
◆ FillOwnerConnected()
| void CInteractions::FillOwnerConnected |
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bool | OwnerAlive, |
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int | DDRaceTeam, |
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bool | Solo, |
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bool | NoHitOthers, |
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bool | NoHitSelf ) |
◆ FillOwnerDisconnected()
| void CInteractions::FillOwnerDisconnected |
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| ) |
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◆ GetDDRaceTeam()
| int CInteractions::GetDDRaceTeam |
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const CGameContext * | pGameServer, |
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int | ClientId ) const |
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private |
◆ GetPlayer()
| const CPlayer * CInteractions::GetPlayer |
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const CGameContext * | pGameServer, |
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int | ClientId ) const |
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private |
◆ Init()
| void CInteractions::Init |
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int | OwnerId, |
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uint32_t | UniqueOwnerId ) |
◆ IsSolo()
| bool CInteractions::IsSolo |
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const CGameContext * | pGameServer, |
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int | ClientId ) const |
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private |
◆ m_DDRaceTeam
| int CInteractions::m_DDRaceTeam = 0 |
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private |
◆ m_NoHitOthers
| bool CInteractions::m_NoHitOthers = false |
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private |
◆ m_NoHitSelf
| bool CInteractions::m_NoHitSelf = false |
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private |
◆ m_OwnerAlive
| bool CInteractions::m_OwnerAlive = false |
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private |
◆ m_OwnerId
| int CInteractions::m_OwnerId = 0 |
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private |
◆ m_Solo
| bool CInteractions::m_Solo = false |
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private |
◆ m_UniqueOwnerId
| uint32_t CInteractions::m_UniqueOwnerId = 0 |
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private |
The documentation for this class was generated from the following files: