#include <save.h>
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| CSaveTeam () |
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| ~CSaveTeam () |
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char * | GetString () |
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int | GetMembersCount () const |
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int | FromString (const char *pString) |
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bool | MatchPlayers (const char(*paNames)[MAX_NAME_LENGTH], const int *pClientId, int NumPlayer, char *pMessage, int MessageLen) const |
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ESaveResult | Save (CGameContext *pGameServer, int Team, bool Dry=false, bool Force=false) |
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bool | Load (CGameContext *pGameServer, int Team, bool KeepCurrentWeakStrong, bool IgnorePlayers=false) |
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◆ CSaveTeam()
◆ ~CSaveTeam()
CSaveTeam::~CSaveTeam |
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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 |
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) |
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◆ 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 |
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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 |
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◆ 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
int CSaveTeam::m_TeamState = 0 |
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private |
The documentation for this class was generated from the following files: