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Open source Starshatter engine
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NetGameClient Member List

This is the complete list of members for NetGameClient, including all inherited members.

activeNetGameprotected
Create()NetGamestatic
DoChatMsg(NetMsg *msg)NetGameClientprotectedvirtual
DoCommMsg(NetMsg *msg)NetGameClientprotectedvirtual
DoDisconnect(NetMsg *msg)NetGameClientprotectedvirtual
DoElemCreate(NetMsg *msg)NetGameClientprotectedvirtual
DoElemRequest(NetMsg *msg)NetGameinlineprotectedvirtual
DoGameOver(NetMsg *msg)NetGameClientprotectedvirtual
DoJoinAnnounce(NetMsg *msg)NetGameClientprotectedvirtual
DoJoinBacklog(NetJoinAnnounce *join_ann)NetGameClientprotectedvirtual
DoJoinRequest(NetMsg *msg)NetGameClientprotectedvirtual
DoNavData(NetMsg *msg)NetGameClientprotectedvirtual
DoNavDelete(NetMsg *msg)NetGameClientprotectedvirtual
DoObjDamage(NetMsg *msg)NetGameClientprotectedvirtual
DoObjEmcon(NetMsg *msg)NetGameClientprotectedvirtual
DoObjHyper(NetMsg *msg)NetGameClientprotectedvirtual
DoObjKill(NetMsg *msg)NetGameClientprotectedvirtual
DoObjLoc(NetMsg *msg)NetGameClientprotectedvirtual
DoObjSpawn(NetMsg *msg)NetGameClientprotectedvirtual
DoObjTarget(NetMsg *msg)NetGameClientprotectedvirtual
DoQuitAnnounce(NetMsg *msg)NetGameClientprotectedvirtual
DoQuitRequest(NetMsg *msg)NetGameClientprotectedvirtual
DoSelfDestruct(NetMsg *msg)NetGameClientprotectedvirtual
DoShipLaunch(NetMsg *msg)NetGameClientprotectedvirtual
DoSysDamage(NetMsg *msg)NetGameClientprotectedvirtual
DoSysStatus(NetMsg *msg)NetGameClientprotectedvirtual
DoWepDestroy(NetMsg *msg)NetGameClientprotectedvirtual
DoWepRelease(NetMsg *msg)NetGameClientprotectedvirtual
DoWepTrigger(NetMsg *msg)NetGameClientprotectedvirtual
ExecFrame()NetGameClientvirtual
FindPlayerByName(const char *name)NetGamevirtual
FindPlayerByNetID(DWORD netid)NetGamevirtual
FindPlayerByObjID(DWORD objid)NetGamevirtual
FindShipByObjID(DWORD objid)NetGamevirtual
FindShotByObjID(DWORD objid)NetGamevirtual
GetInstance()NetGamestatic
GetNetID() const NetGameinlinevirtual
GetNextObjID(int type=SHIP)NetGamestatic
GetObjID() const NetGamevirtual
GetObserverName() const NetGameClientvirtual
GetPeer(NetPlayer *player)NetGamevirtual
Ignore(SimObject *obj)SimObservervirtual
IsActive() const NetGameinlinevirtual
IsClient() const NetGameClientinlinevirtual
IsNetGame()NetGamestatic
IsNetGameClient()NetGamestatic
IsNetGameServer()NetGamestatic
IsServer() const NetGameClientinlinevirtual
join_backlogNetGameClientprotected
join_req_timeNetGameClientprotected
last_send_timeNetGameprotected
linkNetGameprotected
local_playerNetGameprotected
NetGame()NetGame
NetGameClient()NetGameClient
netidNetGameprotected
NumPlayers()NetGamestatic
objidNetGameprotected
Observe(SimObject *obj)SimObservervirtual
observe_listSimObserverprotected
operator==(const SimObserver &o) const SimObserverinline
player_nameNetGameprotected
player_passNetGameprotected
playersNetGameprotected
Recv()NetGamevirtual
Respawn(DWORD objid, Ship *spawn)NetGameClientvirtual
Send()NetGameClientvirtual
SendData(NetData *data)NetGameClientvirtual
SendJoinRequest()NetGameClientprotectedvirtual
server_idNetGameClientprotected
SHIP enum valueNetGame
SHOT enum valueNetGame
simNetGameprotected
targetNetGameprotected
NetGame::TYPENAME()NetGameinlinestatic
SimObserver::TYPENAME()SimObserverinlinestatic
Update(SimObject *obj)NetGameClientvirtual
~NetGame()NetGamevirtual
~NetGameClient()NetGameClientvirtual
~SimObserver()SimObservervirtual