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Namespaces | Functions
capture_client.cpp File Reference
#include <limits.h>
#include <math.h>
#include <string.h>
#include <memory>
#include "SDL_opengl.h"
#include "inexor/client/gamemode/capture_client.hpp"
#include "inexor/engine/glemu.hpp"
#include "inexor/engine/material.hpp"
#include "inexor/engine/octa.hpp"
#include "inexor/engine/particles.hpp"
#include "inexor/engine/rendergl.hpp"
#include "inexor/engine/renderparticles.hpp"
#include "inexor/engine/rendertext.hpp"
#include "inexor/fpsgame/client.hpp"
#include "inexor/fpsgame/entities.hpp"
#include "inexor/fpsgame/fps.hpp"
#include "inexor/fpsgame/guns.hpp"
#include "inexor/fpsgame/teaminfo.hpp"
#include "inexor/io/Logging.hpp"
#include "inexor/model/model.hpp"
#include "inexor/network/SharedVar.hpp"
#include "inexor/network/legacy/cube_network.hpp"
#include "inexor/network/legacy/game_types.hpp"
#include "inexor/shared/command.hpp"
#include "inexor/shared/cube_formatting.hpp"
#include "inexor/shared/cube_loops.hpp"
#include "inexor/shared/cube_tools.hpp"
#include "inexor/shared/cube_types.hpp"
#include "inexor/shared/ents.hpp"
#include "inexor/shared/geom.hpp"
#include "inexor/sound/sound.hpp"

Namespaces

 game
 implementation of basic game functionsand cubescript bindings
 

Functions

 game::VARP (capturetether, 0, 1, 1)
 
 game::VARP (autorepammo, 0, 1, 1)
 
 game::VARP (basenumbers, 0, 0, 1)
 
 game::ICOMMAND (insidebases,"",(),{vector< char > buf;if(m_capture &&player1->state==CS_ALIVE) loopv(capturemode.bases){captureclientmode::baseinfo &b=capturemode.bases[i];if(b.valid()&&capturemode.insidebase(b, player1->feetpos())){if(buf.length()) buf.add(' ');defformatstring(basenum,"%d", i+1);buf.put(basenum, strlen(basenum));}}buf.add('\0');result(buf.getbuf());})
 
 game::ICOMMAND (repammo,"",(), capturemode.replenishammo())