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game::clientmode Struct Referenceabstract

#include <gamemode_client.hpp>

Inheritance diagram for game::clientmode:
game::bombclientmode game::captureclientmode game::collectclientmode game::ctfclientmode game::hideandseekclientmode

Public Member Functions

virtual ~clientmode ()
 
virtual void preload ()
 
virtual int clipconsole (int w, int h)
 
virtual void drawhud (fpsent *d, int w, int h)
 
virtual bool isinvisible (fpsent *d)
 
virtual void rendergame ()
 
virtual void respawned (fpsent *d)
 
virtual void setup ()
 
virtual void checkitems (fpsent *d)
 
virtual int respawnwait (fpsent *d)
 
virtual void pickspawn (fpsent *d)
 
virtual void senditems (packetbuf &p)
 
virtual void addplayer (fpsent *d)
 
virtual void removeplayer (fpsent *d)
 
virtual void gameover ()
 
virtual bool hidefrags ()
 
virtual int getteamscore (const char *team)
 
virtual void getteamscores (vector< teamscore > &scores)
 
virtual void aifind (fpsent *d, ai::aistate &b, vector< ai::interest > &interests)
 
virtual bool aicheck (fpsent *d, ai::aistate &b)
 
virtual bool aidefend (fpsent *d, ai::aistate &b)
 
virtual bool aipursue (fpsent *d, ai::aistate &b)
 
virtual void killed (fpsent *d, fpsent *actor)
 
virtual void gameconnect (fpsent *d)
 
virtual void renderscoreboard (g3d_gui &g, scoregroup &sg, int fgcolor, int bgcolor)
 
virtual bool parse_network_message (int type, ucharbuf &p)=0
 Parse game mode specific network messages. More...
 

Constructor & Destructor Documentation

virtual game::clientmode::~clientmode ( )
inlinevirtual

Member Function Documentation

virtual void game::clientmode::addplayer ( fpsent d)
inlinevirtual
virtual bool game::clientmode::aicheck ( fpsent d,
ai::aistate b 
)
inlinevirtual
virtual bool game::clientmode::aidefend ( fpsent d,
ai::aistate b 
)
inlinevirtual

Reimplemented in game::ctfclientmode, and game::captureclientmode.

Referenced by ai::dodefend().

virtual void game::clientmode::aifind ( fpsent d,
ai::aistate b,
vector< ai::interest > &  interests 
)
inlinevirtual
virtual bool game::clientmode::aipursue ( fpsent d,
ai::aistate b 
)
inlinevirtual
virtual void game::clientmode::checkitems ( fpsent d)
inlinevirtual
virtual int game::clientmode::clipconsole ( int  w,
int  h 
)
inlinevirtual
virtual void game::clientmode::drawhud ( fpsent d,
int  w,
int  h 
)
inlinevirtual
virtual void game::clientmode::gameconnect ( fpsent d)
inlinevirtual

Reimplemented in game::bombclientmode.

virtual void game::clientmode::gameover ( )
inlinevirtual

Referenced by game::timeupdate().

virtual int game::clientmode::getteamscore ( const char *  team)
inlinevirtual

Referenced by game::groupplayers().

virtual void game::clientmode::getteamscores ( vector< teamscore > &  scores)
inlinevirtual

Referenced by game::getbestteams().

virtual bool game::clientmode::hidefrags ( )
inlinevirtual
virtual bool game::clientmode::isinvisible ( fpsent d)
inlinevirtual

Reimplemented in game::hideandseekclientmode.

Referenced by game::rendergame().

virtual void game::clientmode::killed ( fpsent d,
fpsent actor 
)
inlinevirtual

Reimplemented in game::hideandseekclientmode, and game::bombclientmode.

Referenced by game::killed().

virtual bool game::clientmode::parse_network_message ( int  type,
ucharbuf p 
)
pure virtual

Parse game mode specific network messages.

Returns
true if message got handled.

Implemented in game::ctfclientmode, game::captureclientmode, game::collectclientmode, game::hideandseekclientmode, and game::bombclientmode.

Referenced by game::parsemessages().

virtual void game::clientmode::pickspawn ( fpsent d)
inlinevirtual
virtual void game::clientmode::preload ( )
inlinevirtual
virtual void game::clientmode::removeplayer ( fpsent d)
inlinevirtual

Reimplemented in game::ctfclientmode.

Referenced by game::clientdisconnected().

virtual void game::clientmode::rendergame ( )
inlinevirtual
virtual void game::clientmode::renderscoreboard ( g3d_gui g,
scoregroup sg,
int  fgcolor,
int  bgcolor 
)
inlinevirtual
virtual void game::clientmode::respawned ( fpsent d)
inlinevirtual
virtual int game::clientmode::respawnwait ( fpsent d)
inlinevirtual
virtual void game::clientmode::senditems ( packetbuf p)
inlinevirtual
virtual void game::clientmode::setup ( )
inlinevirtual

The documentation for this struct was generated from the following file: