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CInteractions Class Reference

#include <interactions.h>

Public Member Functions

void Init (int OwnerId, uint32_t UniqueOwnerId)
void FillOwnerConnected (bool OwnerAlive, int DDRaceTeam, bool Solo, bool NoHitOthers, bool NoHitSelf)
void FillOwnerDisconnected ()
bool CanSee (const CGameContext *pGameServer, int ClientId) const
bool CanHit (const CGameContext *pGameServer, int ClientId) const
CClientMask CanSeeMask (const CGameContext *pGameServer) const
CClientMask CanHitMask (const CGameContext *pGameServer) const

Private Member Functions

const CPlayerGetPlayer (const CGameContext *pGameServer, int ClientId) const
const CCharacterCharacter (const CGameContext *pGameServer, int ClientId) const
bool IsSolo (const CGameContext *pGameServer, int ClientId) const
int GetDDRaceTeam (const CGameContext *pGameServer, int ClientId) const

Private Attributes

int m_OwnerId = 0
uint32_t m_UniqueOwnerId = 0
bool m_OwnerAlive = false
int m_DDRaceTeam = 0
bool m_Solo = false
bool m_NoHitOthers = false
bool m_NoHitSelf = false

Member Function Documentation

◆ CanHit()

bool CInteractions::CanHit ( const CGameContext * pGameServer,
int ClientId ) const

◆ CanHitMask()

CClientMask CInteractions::CanHitMask ( const CGameContext * pGameServer) const

◆ CanSee()

bool CInteractions::CanSee ( const CGameContext * pGameServer,
int ClientId ) const

◆ CanSeeMask()

CClientMask CInteractions::CanSeeMask ( const CGameContext * pGameServer) const

◆ Character()

const CCharacter * CInteractions::Character ( const CGameContext * pGameServer,
int ClientId ) const
private

◆ FillOwnerConnected()

void CInteractions::FillOwnerConnected ( bool OwnerAlive,
int DDRaceTeam,
bool Solo,
bool NoHitOthers,
bool NoHitSelf )

◆ FillOwnerDisconnected()

void CInteractions::FillOwnerDisconnected ( )

◆ GetDDRaceTeam()

int CInteractions::GetDDRaceTeam ( const CGameContext * pGameServer,
int ClientId ) const
private

◆ GetPlayer()

const CPlayer * CInteractions::GetPlayer ( const CGameContext * pGameServer,
int ClientId ) const
private

◆ Init()

void CInteractions::Init ( int OwnerId,
uint32_t UniqueOwnerId )

◆ IsSolo()

bool CInteractions::IsSolo ( const CGameContext * pGameServer,
int ClientId ) const
private

Member Data Documentation

◆ m_DDRaceTeam

int CInteractions::m_DDRaceTeam = 0
private

◆ m_NoHitOthers

bool CInteractions::m_NoHitOthers = false
private

◆ m_NoHitSelf

bool CInteractions::m_NoHitSelf = false
private

◆ m_OwnerAlive

bool CInteractions::m_OwnerAlive = false
private

◆ m_OwnerId

int CInteractions::m_OwnerId = 0
private

◆ m_Solo

bool CInteractions::m_Solo = false
private

◆ m_UniqueOwnerId

uint32_t CInteractions::m_UniqueOwnerId = 0
private

The documentation for this class was generated from the following files: