#include <gamecontroller.h>
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| IGameController (class CGameContext *pGameServer) |
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virtual | ~IGameController () |
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virtual int | OnCharacterDeath (class CCharacter *pVictim, class CPlayer *pKiller, int Weapon) |
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virtual void | OnCharacterSpawn (class CCharacter *pChr) |
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virtual void | HandleCharacterTiles (class CCharacter *pChr, int MapIndex) |
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virtual void | SetArmorProgress (CCharacter *pCharacer, int Progress) |
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virtual bool | OnEntity (int Index, int x, int y, int Layer, int Flags, bool Initial, int Number=0) |
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virtual void | OnPlayerConnect (class CPlayer *pPlayer) |
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virtual void | OnPlayerDisconnect (class CPlayer *pPlayer, const char *pReason) |
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virtual void | OnReset () |
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void | DoWarmup (int Seconds) |
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void | StartRound () |
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void | EndRound () |
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void | ChangeMap (const char *pToMap) |
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bool | IsForceBalanced () |
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virtual bool | CanBeMovedOnBalance (int ClientId) |
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virtual void | Tick () |
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virtual void | Snap (int SnappingClient) |
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virtual bool | CanSpawn (int Team, vec2 *pOutPos, int DDTeam) |
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virtual void | DoTeamChange (class CPlayer *pPlayer, int Team, bool DoChatMsg=true) |
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virtual const char * | GetTeamName (int Team) |
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virtual int | GetAutoTeam (int NotThisId) |
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virtual bool | CanJoinTeam (int Team, int NotThisId, char *pErrorReason, int ErrorReasonSize) |
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int | ClampTeam (int Team) |
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CClientMask | GetMaskForPlayerWorldEvent (int Asker, int ExceptID=-1) |
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bool | IsTeamPlay () |
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CGameTeams & | Teams () |
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◆ IGameController()
IGameController::IGameController |
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class CGameContext * |
pGameServer | ) |
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◆ ~IGameController()
IGameController::~IGameController |
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virtualdefault |
◆ CanBeMovedOnBalance()
bool IGameController::CanBeMovedOnBalance |
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int |
ClientId | ) |
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virtual |
◆ CanJoinTeam()
bool IGameController::CanJoinTeam |
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int |
Team, |
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int |
NotThisId, |
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char * |
pErrorReason, |
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int |
ErrorReasonSize |
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) |
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◆ CanSpawn()
bool IGameController::CanSpawn |
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int |
Team, |
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vec2 * |
pOutPos, |
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int |
DDTeam |
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) |
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virtual |
◆ ChangeMap()
void IGameController::ChangeMap |
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const char * |
pToMap | ) |
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◆ ClampTeam()
int IGameController::ClampTeam |
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int |
Team | ) |
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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 |
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class CPlayer * |
pPlayer, |
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int |
Team, |
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bool |
DoChatMsg = true |
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) |
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virtual |
◆ DoWarmup()
void IGameController::DoWarmup |
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int |
Seconds | ) |
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◆ EndRound()
void IGameController::EndRound |
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◆ EvaluateSpawnPos()
float IGameController::EvaluateSpawnPos |
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CSpawnEval * |
pEval, |
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vec2 |
Pos, |
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int |
DDTeam |
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) |
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protected |
◆ EvaluateSpawnType()
void IGameController::EvaluateSpawnType |
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CSpawnEval * |
pEval, |
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int |
Type, |
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int |
DDTeam |
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) |
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protected |
◆ GameServer()
◆ GetAutoTeam()
int IGameController::GetAutoTeam |
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int |
NotThisId | ) |
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virtual |
◆ GetMaskForPlayerWorldEvent()
CClientMask IGameController::GetMaskForPlayerWorldEvent |
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int |
Asker, |
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int |
ExceptID = -1 |
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) |
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◆ GetTeamName()
const char * IGameController::GetTeamName |
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int |
Team | ) |
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virtual |
◆ HandleCharacterTiles()
void IGameController::HandleCharacterTiles |
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class CCharacter * |
pChr, |
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int |
MapIndex |
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) |
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virtual |
◆ IsForceBalanced()
bool IGameController::IsForceBalanced |
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◆ IsTeamPlay()
bool IGameController::IsTeamPlay |
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inline |
◆ OnCharacterDeath()
int IGameController::OnCharacterDeath |
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class CCharacter * |
pVictim, |
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class CPlayer * |
pKiller, |
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int |
Weapon |
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) |
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virtual |
◆ OnCharacterSpawn()
void IGameController::OnCharacterSpawn |
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class CCharacter * |
pChr | ) |
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◆ OnEntity()
bool IGameController::OnEntity |
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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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) |
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◆ OnPlayerConnect()
void IGameController::OnPlayerConnect |
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class CPlayer * |
pPlayer | ) |
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virtual |
◆ OnPlayerDisconnect()
void IGameController::OnPlayerDisconnect |
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class CPlayer * |
pPlayer, |
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const char * |
pReason |
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) |
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◆ OnReset()
void IGameController::OnReset |
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virtual |
◆ ResetGame()
void IGameController::ResetGame |
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protected |
◆ Server()
IServer * IGameController::Server |
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const |
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inlineprotected |
◆ SetArmorProgress()
virtual void IGameController::SetArmorProgress |
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CCharacter * |
pCharacer, |
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int |
Progress |
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) |
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inlinevirtual |
◆ Snap()
void IGameController::Snap |
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int |
SnappingClient | ) |
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virtual |
◆ StartRound()
void IGameController::StartRound |
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◆ Teams()
◆ Tick()
void IGameController::Tick |
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virtual |
◆ CSaveTeam
◆ m_aMapWish
◆ m_avSpawnPoints
std::vector<vec2> IGameController::m_avSpawnPoints[3] |
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private |
◆ m_CurrentRecord
float IGameController::m_CurrentRecord |
◆ m_ForceBalanced
bool IGameController::m_ForceBalanced |
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protected |
◆ 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_UnbalancedTick
int IGameController::m_UnbalancedTick |
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protected |
◆ m_Warmup
int IGameController::m_Warmup |
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protected |
The documentation for this class was generated from the following files: