#include <gamecontroller.h>
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| | IGameController (class CGameContext *pGameServer) |
| virtual | ~IGameController () |
| virtual int | OnCharacterDeath (class CCharacter *pVictim, class CPlayer *pKiller, int Weapon) |
| virtual void | OnCharacterSpawn (class CCharacter *pChr) |
| virtual void | HandleCharacterTiles (class CCharacter *pChr, int MapIndex) |
| virtual void | SetArmorProgress (CCharacter *pCharacter, int Progress) |
| virtual bool | OnEntity (int Index, int x, int y, int Layer, int Flags, bool Initial, int Number=0) |
| virtual void | OnPlayerConnect (class CPlayer *pPlayer) |
| virtual void | OnPlayerDisconnect (class CPlayer *pPlayer, const char *pReason) |
| virtual void | OnReset () |
| virtual void | DoWarmup (int Seconds) |
| void | StartRound () |
| void | EndRound () |
| void | ChangeMap (const char *pToMap) |
| virtual void | Tick () |
| virtual void | Snap (int SnappingClient) |
| virtual int | SnapPlayerScore (int SnappingClient, CPlayer *pPlayer) |
| virtual CFinishTime | SnapPlayerTime (int SnappingClient, CPlayer *pPlayer) |
| virtual CFinishTime | SnapMapBestTime (int SnappingClient) |
| virtual bool | CanSpawn (int Team, vec2 *pOutPos, int ClientId) |
| virtual void | DoTeamChange (class CPlayer *pPlayer, int Team, bool DoChatMsg=true) |
| int | TileFlagsToPickupFlags (int TileFlags) const |
| virtual bool | IsValidTeam (int Team) |
| virtual const char * | GetTeamName (int Team) |
| virtual int | GetAutoTeam (int NotThisId) |
| virtual bool | CanJoinTeam (int Team, int NotThisId, char *pErrorReason, int ErrorReasonSize) |
| CClientMask | GetMaskForPlayerWorldEvent (int Asker, int ExceptID=-1) |
| bool | IsTeamPlay () const |
| CGameTeams & | Teams () |
◆ ESpawnType
| Enumerator |
|---|
| SPAWNTYPE_DEFAULT | |
| SPAWNTYPE_RED | |
| SPAWNTYPE_BLUE | |
| NUM_SPAWNTYPES | |
◆ IGameController()
| IGameController::IGameController |
( |
class CGameContext * | pGameServer | ) |
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◆ ~IGameController()
| IGameController::~IGameController |
( |
| ) |
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virtualdefault |
◆ CanJoinTeam()
| bool IGameController::CanJoinTeam |
( |
int | Team, |
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int | NotThisId, |
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char * | pErrorReason, |
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int | ErrorReasonSize ) |
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virtual |
◆ CanSpawn()
| bool IGameController::CanSpawn |
( |
int | Team, |
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vec2 * | pOutPos, |
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int | ClientId ) |
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virtual |
◆ ChangeMap()
| void IGameController::ChangeMap |
( |
const char * | pToMap | ) |
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◆ Config()
| CConfig * IGameController::Config |
( |
| ) |
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inlineprotected |
◆ DoActivityCheck()
| void IGameController::DoActivityCheck |
( |
| ) |
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protected |
◆ DoTeamChange()
| void IGameController::DoTeamChange |
( |
class CPlayer * | pPlayer, |
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int | Team, |
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bool | DoChatMsg = true ) |
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virtual |
◆ DoWarmup()
| void IGameController::DoWarmup |
( |
int | Seconds | ) |
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virtual |
◆ EndRound()
| void IGameController::EndRound |
( |
| ) |
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◆ EvaluateSpawnPos()
| float IGameController::EvaluateSpawnPos |
( |
CSpawnEval * | pEval, |
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vec2 | Pos, |
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int | ClientId ) |
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protected |
◆ EvaluateSpawnType()
◆ GameServer()
◆ GetAutoTeam()
| int IGameController::GetAutoTeam |
( |
int | NotThisId | ) |
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virtual |
◆ GetMaskForPlayerWorldEvent()
| CClientMask IGameController::GetMaskForPlayerWorldEvent |
( |
int | Asker, |
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int | ExceptID = -1 ) |
◆ GetTeamName()
| const char * IGameController::GetTeamName |
( |
int | Team | ) |
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virtual |
◆ HandleCharacterTiles()
| void IGameController::HandleCharacterTiles |
( |
class CCharacter * | pChr, |
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int | MapIndex ) |
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virtual |
◆ IsTeamPlay()
| bool IGameController::IsTeamPlay |
( |
| ) |
const |
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inline |
◆ IsValidTeam()
| bool IGameController::IsValidTeam |
( |
int | Team | ) |
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virtual |
◆ OnCharacterDeath()
| int IGameController::OnCharacterDeath |
( |
class CCharacter * | pVictim, |
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class CPlayer * | pKiller, |
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int | Weapon ) |
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virtual |
◆ OnCharacterSpawn()
| void IGameController::OnCharacterSpawn |
( |
class CCharacter * | pChr | ) |
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virtual |
◆ OnEntity()
| bool IGameController::OnEntity |
( |
int | Index, |
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int | x, |
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int | y, |
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int | Layer, |
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int | Flags, |
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bool | Initial, |
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int | Number = 0 ) |
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virtual |
◆ OnPlayerConnect()
| void IGameController::OnPlayerConnect |
( |
class CPlayer * | pPlayer | ) |
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virtual |
◆ OnPlayerDisconnect()
| void IGameController::OnPlayerDisconnect |
( |
class CPlayer * | pPlayer, |
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const char * | pReason ) |
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virtual |
◆ OnReset()
| void IGameController::OnReset |
( |
| ) |
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virtual |
◆ ResetGame()
| void IGameController::ResetGame |
( |
| ) |
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protected |
◆ Server()
| IServer * IGameController::Server |
( |
| ) |
const |
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inlineprotected |
◆ SetArmorProgress()
| virtual void IGameController::SetArmorProgress |
( |
CCharacter * | pCharacter, |
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int | Progress ) |
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inlinevirtual |
◆ Snap()
| void IGameController::Snap |
( |
int | SnappingClient | ) |
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virtual |
◆ SnapMapBestTime()
| virtual CFinishTime IGameController::SnapMapBestTime |
( |
int | SnappingClient | ) |
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inlinevirtual |
Snaps the current server record / best time of the current map.
- Parameters
-
| SnappingClient | Client ID of the player that will receive the snapshot. |
- Returns
- The the map best time split into seconds and the milliseconds remainder, use CFinishTime::Unset if you want the server to prefer scores.
Reimplemented in CGameControllerDDNet.
◆ SnapPlayerScore()
| virtual int IGameController::SnapPlayerScore |
( |
int | SnappingClient, |
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CPlayer * | pPlayer ) |
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inlinevirtual |
Sets the score value that will be shown in the scoreboard.
- Parameters
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| SnappingClient | Client ID of the player that will receive the snapshot. |
| pPlayer | Player that is being snapped. |
- Returns
- the score value that will be included in the snapshot.
Reimplemented in CGameControllerDDNet.
◆ SnapPlayerTime()
| virtual CFinishTime IGameController::SnapPlayerTime |
( |
int | SnappingClient, |
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CPlayer * | pPlayer ) |
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inlinevirtual |
Returns the finish time value that will be shown in the scoreboard.
- Parameters
-
| SnappingClient | Client ID of the player that will receive the snapshot. |
| pPlayer | Player that is being snapped. |
- Returns
- The time split into seconds and the milliseconds remainder, use CFinishTime::Unset if you want the server to prefer scores.
Reimplemented in CGameControllerDDNet.
◆ StartRound()
| void IGameController::StartRound |
( |
| ) |
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◆ Teams()
◆ Tick()
| void IGameController::Tick |
( |
| ) |
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virtual |
◆ TileFlagsToPickupFlags()
| int IGameController::TileFlagsToPickupFlags |
( |
int | TileFlags | ) |
const |
◆ CSaveTeam
◆ m_aMapWish
◆ m_avSpawnPoints
◆ m_CurrentRecord
| std::optional<float> IGameController::m_CurrentRecord |
◆ m_GameFlags
| int IGameController::m_GameFlags |
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protected |
◆ m_GameOverTick
| int IGameController::m_GameOverTick |
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protected |
◆ m_pConfig
| class CConfig* IGameController::m_pConfig |
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private |
◆ m_pGameServer
◆ m_pGameType
| const char* IGameController::m_pGameType |
◆ m_pLoadBestTimeResult
◆ m_pServer
| class IServer* IGameController::m_pServer |
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private |
◆ m_RoundCount
| int IGameController::m_RoundCount |
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protected |
◆ m_RoundStartTick
| int IGameController::m_RoundStartTick |
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protected |
◆ m_SuddenDeath
| int IGameController::m_SuddenDeath |
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protected |
◆ m_Teams
◆ m_Warmup
| int IGameController::m_Warmup |
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protected |
The documentation for this class was generated from the following files: