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BaseGame Class Referenceabstract

#include <basegame.h>

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Public Member Functions

 BaseGame ()
 
virtual void init (Engine *altEngine)=0
 
virtual void step (int frame_step)=0
 
virtual void load (gametype_t gametype)=0
 
virtual void map_model (Entity &ent)=0
 
virtual void unload ()=0
 
virtual void destroy ()=0
 
virtual void add_player (vector< Entity * > &entity_list, playertype_t type, int &ent_id, char *player_name)=0
 
virtual void console (int self, char *cmd, Menu &menu, vector< Entity * > &entity_list)=0
 
virtual void setup_func (vector< Entity * > &entity_list, Bsp &q3map)=0
 
virtual void render_hud (double last_frametime)=0
 
virtual void draw_flash (Player &player)=0
 
virtual void draw_icon (float scale, int index, float x, float y, float z)=0
 
virtual void make_dynamic_ent (net_ent_t item, int ent_id)=0
 
virtual void endgame (char *winner)=0
 
virtual void get_state (serverdata_t *data)=0
 
virtual void set_state (serverdata_t *data)=0
 
virtual ~BaseGame ()
 

Public Attributes

gametype_t gametype
 
int fraglimit
 
int timelimit
 
int capturelimit
 
int blue_flag_caps
 
int red_flag_caps
 
int notif_timer
 
int chat_timer
 
bool spectator
 
Engineengine
 
vector< Model * > model_table
 
vector< icon_ticon_list
 

Constructor & Destructor Documentation

BaseGame::BaseGame ( )
virtual BaseGame::~BaseGame ( )
inlinevirtual

Member Function Documentation

virtual void BaseGame::add_player ( vector< Entity * > &  entity_list,
playertype_t  type,
int &  ent_id,
char *  player_name 
)
pure virtual

Implemented in Quake3.

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virtual void BaseGame::console ( int  self,
char *  cmd,
Menu menu,
vector< Entity * > &  entity_list 
)
pure virtual

Implemented in Commando, and Quake3.

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virtual void BaseGame::destroy ( )
pure virtual

Implemented in Commando, and Quake3.

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virtual void BaseGame::draw_flash ( Player player)
pure virtual

Implemented in Commando, and Quake3.

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virtual void BaseGame::draw_icon ( float  scale,
int  index,
float  x,
float  y,
float  z 
)
pure virtual

Implemented in Commando, and Quake3.

virtual void BaseGame::endgame ( char *  winner)
pure virtual

Implemented in Commando, and Quake3.

virtual void BaseGame::get_state ( serverdata_t data)
pure virtual

Implemented in Quake3.

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virtual void BaseGame::init ( Engine altEngine)
pure virtual

Implemented in Commando, and Quake3.

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virtual void BaseGame::load ( gametype_t  gametype)
pure virtual

Implemented in Commando, and Quake3.

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virtual void BaseGame::make_dynamic_ent ( net_ent_t  item,
int  ent_id 
)
pure virtual

Implemented in Quake3.

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virtual void BaseGame::map_model ( Entity ent)
pure virtual

Implemented in Quake3.

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virtual void BaseGame::render_hud ( double  last_frametime)
pure virtual

Implemented in Commando, and Quake3.

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virtual void BaseGame::set_state ( serverdata_t data)
pure virtual

Implemented in Quake3.

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virtual void BaseGame::setup_func ( vector< Entity * > &  entity_list,
Bsp q3map 
)
pure virtual

Implemented in Commando, and Quake3.

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virtual void BaseGame::step ( int  frame_step)
pure virtual

Implemented in Commando, and Quake3.

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virtual void BaseGame::unload ( )
pure virtual

Implemented in Commando, and Quake3.

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Member Data Documentation

int BaseGame::blue_flag_caps
int BaseGame::capturelimit
int BaseGame::chat_timer
Engine* BaseGame::engine
int BaseGame::fraglimit
gametype_t BaseGame::gametype
vector<icon_t> BaseGame::icon_list
vector<Model *> BaseGame::model_table
int BaseGame::notif_timer
int BaseGame::red_flag_caps
bool BaseGame::spectator
int BaseGame::timelimit

The documentation for this class was generated from the following files: