Starshatter_Open
Open source Starshatter engine
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NetGameServer Member List

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

activeNetGameprotected
CheckSessions()NetGameServervirtual
Create()NetGamestatic
DoChatMsg(NetMsg *msg)NetGameServerprotectedvirtual
DoCommMsg(NetMsg *msg)NetGameServerprotectedvirtual
DoDisconnect(NetMsg *msg)NetGameServerprotectedvirtual
DoElemCreate(NetMsg *msg)NetGameServerprotectedvirtual
DoElemRequest(NetMsg *msg)NetGameServerprotectedvirtual
DoGameOver(NetMsg *msg)NetGameServerprotectedvirtual
DoJoinAnnounce(NetMsg *msg)NetGameServerprotectedvirtual
DoJoinRequest(NetMsg *msg)NetGameServerprotectedvirtual
DoNavData(NetMsg *msg)NetGameServerprotectedvirtual
DoNavDelete(NetMsg *msg)NetGameServerprotectedvirtual
DoObjDamage(NetMsg *msg)NetGameServerprotectedvirtual
DoObjEmcon(NetMsg *msg)NetGameServerprotectedvirtual
DoObjHyper(NetMsg *msg)NetGameServerprotectedvirtual
DoObjKill(NetMsg *msg)NetGameServerprotectedvirtual
DoObjLoc(NetMsg *msg)NetGameServerprotectedvirtual
DoObjSpawn(NetMsg *msg)NetGameServerprotectedvirtual
DoObjTarget(NetMsg *msg)NetGameServerprotectedvirtual
DoQuitAnnounce(NetMsg *msg)NetGameServerprotectedvirtual
DoQuitRequest(NetMsg *msg)NetGameServerprotectedvirtual
DoSelfDestruct(NetMsg *msg)NetGameServerprotectedvirtual
DoShipLaunch(NetMsg *msg)NetGameServerprotectedvirtual
DoSysDamage(NetMsg *msg)NetGameServerprotectedvirtual
DoSysStatus(NetMsg *msg)NetGameServerprotectedvirtual
DoWepDestroy(NetMsg *msg)NetGameServerprotectedvirtual
DoWepRelease(NetMsg *msg)NetGameServerprotectedvirtual
DoWepTrigger(NetMsg *msg)NetGameServerprotectedvirtual
ExecFrame()NetGameServervirtual
FindPlayerByName(const char *name)NetGamevirtual
FindPlayerByNetID(DWORD netid)NetGamevirtual
FindPlayerByObjID(DWORD objid)NetGamevirtual
FindShipByObjID(DWORD objid)NetGamevirtual
FindShotByObjID(DWORD objid)NetGamevirtual
FindZombieByObjID(DWORD objid)NetGameServerprotectedvirtual
GetInstance()NetGamestatic
GetNetID() const NetGameinlinevirtual
GetNextObjID(int type=SHIP)NetGamestatic
GetObjID() const NetGamevirtual
GetObserverName() const NetGameServervirtual
GetPeer(NetPlayer *player)NetGamevirtual
Ignore(SimObject *obj)SimObservervirtual
IsActive() const NetGameinlinevirtual
IsClient() const NetGameServerinlinevirtual
IsNetGame()NetGamestatic
IsNetGameClient()NetGamestatic
IsNetGameServer()NetGamestatic
IsServer() const NetGameServerinlinevirtual
last_send_timeNetGameprotected
linkNetGameprotected
local_playerNetGameprotected
NetGame()NetGame
NetGameServer()NetGameServer
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)NetGameServervirtual
RouteChatMsg(NetChatMsg &chat_msg)NetGameServervirtual
Send()NetGameServervirtual
SendData(NetData *data)NetGameServervirtual
SendDisconnect(NetPlayer *zombie)NetGameServerprotectedvirtual
SHIP enum valueNetGame
shipsNetGameServerprotected
SHOT enum valueNetGame
simNetGameprotected
targetNetGameprotected
NetGame::TYPENAME()NetGameinlinestatic
SimObserver::TYPENAME()SimObserverinlinestatic
Update(SimObject *obj)NetGameServervirtual
zombiesNetGameServerprotected
~NetGame()NetGamevirtual
~NetGameServer()NetGameServervirtual
~SimObserver()SimObservervirtual