cgame_export_t Struct Reference

#include <cgame.h>

Public Member Functions

 void (EXPORT *Init)(void)
 void (EXPORT *Shutdown)(void)
 qboolean (EXPORT *Spawn)(void)
 int (EXPORT *GetTeam)(void)
const mapDef_t *EXPORT * MapInfo (int step)
 void (EXPORT *Results)(struct dbuffer *msg
 qboolean (EXPORT *IsItemUseable)(const objDef_t *od)
 void (EXPORT *DisplayItemInfo)(uiNode_t *node
equipDef_t *EXPORT * GetEquipmentDefinition (void)
 void (EXPORT *UpdateCharacterValues)(const character_t *chr)
 qboolean (EXPORT *IsTeamKnown)(const teamDef_t *teamDef)
 void (EXPORT *Drop)(void)
 void (EXPORT *InitializeBattlescape)(const chrList_t *team)
 void (EXPORT *RunFrame)(void)
const char *EXPORT * GetModelForItem (const objDef_t *od)
 void (EXPORT *EndRoundAnnounce)(int playerNum
 void (EXPORT *StartBattlescape)(qboolean isTeamPlay)

Data Fields

const char * name
const char * menu
int gametype
 int
int int int [][MAX_TEAMS]
const char * string
int team

Detailed Description

Definition at line 31 of file cgame.h.


Member Function Documentation

equipDef_t* EXPORT* cgame_export_t::GetEquipmentDefinition ( void   ) 

returns the equipment definition the game mode is using

Referenced by GAME_GetEquipmentDefinition().

const char* EXPORT* cgame_export_t::GetModelForItem ( const objDef_t od  ) 

if you want to display a different model for the given object in your game mode, implement this function

Referenced by GAME_GetModelForItem().

cgame_export_t::int ( EXPORT *  GetTeam  ) 

each gametype can handle the current team in a different way

const mapDef_t* EXPORT* cgame_export_t::MapInfo ( int  step  ) 

some gametypes only support special maps

Referenced by UI_MapInfo().

cgame_export_t::qboolean ( EXPORT *  IsTeamKnown  )  const

checks whether the given team is known in the particular gamemode

cgame_export_t::qboolean ( EXPORT *  IsItemUseable  )  const

check whether the given item is usable in the current game mode

cgame_export_t::qboolean ( EXPORT *  Spawn  ) 

soldier spawn functions may differ between the different gametypes

cgame_export_t::void ( EXPORT *  StartBattlescape  ) 
cgame_export_t::void ( EXPORT *  EndRoundAnnounce  ) 
cgame_export_t::void ( EXPORT *  RunFrame  ) 

callback that is executed every frame

cgame_export_t::void ( EXPORT *  InitializeBattlescape  )  const

called after the team spawn messages where send, can e.g. be used to set initial actor states

cgame_export_t::void ( EXPORT *  Drop  ) 

called on errors

cgame_export_t::void ( EXPORT *  UpdateCharacterValues  )  const

update character display values for game type dependent stuff

cgame_export_t::void ( EXPORT *  DisplayItemInfo  ) 

shows item info if not resolvable via objDef_t

cgame_export_t::void ( EXPORT *  Results  ) 

some gametypes require extra data in the results parsing (like e.g. campaign mode)

cgame_export_t::void ( EXPORT *  Shutdown  ) 
cgame_export_t::void ( EXPORT *  Init  ) 

Field Documentation

Definition at line 34 of file cgame.h.

Referenced by GAME_GetCurrentType(), GAME_ReloadMode(), and GAME_SetMode_f().

int int cgame_export_t::int[][MAX_TEAMS]

Definition at line 44 of file cgame.h.

Definition at line 44 of file cgame.h.

const char* cgame_export_t::menu

Definition at line 33 of file cgame.h.

Referenced by GAME_SetMode_f().

const char* cgame_export_t::name

Definition at line 32 of file cgame.h.

Referenced by GAME_GetCurrentType(), GAME_SetMode(), and GAME_SetMode_f().

Definition at line 48 of file cgame.h.

Definition at line 63 of file cgame.h.


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

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