1#ifndef GAME_SERVER_INTERACTIONS_H
2#define GAME_SERVER_INTERACTIONS_H
26 void Init(
int OwnerId, uint32_t UniqueOwnerId);
Definition character.h:24
Definition gamecontext.h:113
Definition interactions.h:11
int m_DDRaceTeam
Definition interactions.h:20
CClientMask CanHitMask(const CGameContext *pGameServer) const
Definition interactions.cpp:156
void FillOwnerConnected(bool OwnerAlive, int DDRaceTeam, bool Solo, bool NoHitOthers, bool NoHitSelf)
Definition interactions.cpp:37
int m_OwnerId
Definition interactions.h:17
void Init(int OwnerId, uint32_t UniqueOwnerId)
Definition interactions.cpp:31
bool m_OwnerAlive
Definition interactions.h:19
bool m_NoHitSelf
Definition interactions.h:23
void FillOwnerDisconnected()
Definition interactions.cpp:51
int GetDDRaceTeam(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:26
CClientMask CanSeeMask(const CGameContext *pGameServer) const
Definition interactions.cpp:138
bool m_Solo
Definition interactions.h:21
uint32_t m_UniqueOwnerId
Definition interactions.h:18
const CCharacter * Character(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:15
bool m_NoHitOthers
Definition interactions.h:22
const CPlayer * GetPlayer(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:9
bool CanHit(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:120
bool CanSee(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:58
bool IsSolo(const CGameContext *pGameServer, int ClientId) const
Definition interactions.cpp:20
std::bitset< MAX_CLIENTS > CClientMask
Definition protocol.h:166