#include <save.h>
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| | CSaveTeam () |
| | ~CSaveTeam () |
| char * | GetString () |
| int | GetMembersCount () const |
| int | FromString (const char *pString) |
| bool | MatchPlayers (const char(*paNames)[MAX_NAME_LENGTH], const int *pClientId, int NumPlayer, char *pMessage, int MessageLen) const |
| ESaveResult | Save (CGameContext *pGameServer, int Team, bool Dry=false, bool Force=false) |
| bool | Load (CGameContext *pGameServer, int Team, bool KeepCurrentWeakStrong, bool IgnorePlayers=false) |
◆ CSaveTeam()
◆ ~CSaveTeam()
| CSaveTeam::~CSaveTeam |
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| ) |
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◆ FromString()
| int CSaveTeam::FromString |
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const char * | pString | ) |
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◆ GetMembersCount()
| int CSaveTeam::GetMembersCount |
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const |
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inline |
◆ GetString()
| char * CSaveTeam::GetString |
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◆ HandleSaveError()
◆ Load()
| bool CSaveTeam::Load |
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CGameContext * | pGameServer, |
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int | Team, |
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bool | KeepCurrentWeakStrong, |
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bool | IgnorePlayers = false ) |
◆ MatchCharacter()
| CCharacter * CSaveTeam::MatchCharacter |
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CGameContext * | pGameServer, |
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int | ClientId, |
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int | SaveId, |
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bool | KeepCurrentCharacter ) const |
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private |
◆ MatchPlayers()
| bool CSaveTeam::MatchPlayers |
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const char(*) | paNames[MAX_NAME_LENGTH], |
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const int * | pClientId, |
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int | NumPlayer, |
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char * | pMessage, |
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int | MessageLen ) const |
◆ Save()
◆ m_aString
| char CSaveTeam::m_aString[65536] |
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private |
◆ m_HighestSwitchNumber
| int CSaveTeam::m_HighestSwitchNumber = 0 |
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private |
◆ m_MembersCount
| int CSaveTeam::m_MembersCount = 0 |
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private |
◆ m_Practice
| int CSaveTeam::m_Practice = 0 |
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private |
◆ m_pSavedTees
| CSaveTee* CSaveTeam::m_pSavedTees = nullptr |
◆ m_pSwitchers
◆ m_TeamLocked
| int CSaveTeam::m_TeamLocked = 0 |
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private |
◆ m_TeamState
The documentation for this class was generated from the following files: