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| ATTRIB (Gametype, netname, string) |
| game type name as in cvar (with g_ prefix) More...
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| ATTRIB (Gametype, mdl, string) |
| game type short name More...
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| ATTRIB (Gametype, message, string) |
| human readable name More...
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| ATTRIB (Gametype, model2, string) |
| game type defaults More...
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| ATTRIB (Gametype, gametype_description, string) |
| game type description More...
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| ATTRIB (Gametype, m_mutators, string) |
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virtual void | Gametype ::describe () |
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virtual void | Gametype ::display () |
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virtual void | Gametype ::gametype_init () |
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virtual void | Gametype ::m_configuremenu () |
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virtual void | Gametype ::m_generate_mapinfo () |
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virtual void | Gametype ::m_isAlwaysSupported () |
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virtual void | Gametype ::m_isForcedSupported () |
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virtual void | Gametype ::m_isTwoBaseMode () |
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virtual void | Gametype ::m_parse_mapinfo () |
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virtual void | Onslaught ::m_configuremenu () |
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virtual void | Onslaught ::m_generate_mapinfo () |
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| Onslaught ::Onslaught () |
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Definition at line 5 of file onslaught.qh.
◆ ATTRIB() [1/6]
game type name as in cvar (with g_ prefix)
◆ ATTRIB() [2/6]
◆ ATTRIB() [3/6]
◆ ATTRIB() [4/6]
◆ ATTRIB() [5/6]
◆ ATTRIB() [6/6]
◆ Gametype ::describe()
virtual void Gametype::Gametype ::describe |
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inlinevirtualinherited |
Definition at line 89 of file mapinfo.qh.
References TC.
92 return this.gametype_description;
◆ Gametype ::display()
virtual void Gametype::Gametype ::display |
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inlinevirtualinherited |
Definition at line 95 of file mapinfo.qh.
References strcat(), and TC.
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
◆ Gametype ::gametype_init()
virtual void Gametype::Gametype ::gametype_init |
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inlinevirtualinherited |
Definition at line 101 of file mapinfo.qh.
References cons(), ENDCLASS, GAMETYPE_FLAG_HIDELIMITS, GAMETYPE_FLAG_PREFERRED, GAMETYPE_FLAG_PRIORITY, GAMETYPE_FLAG_TEAMPLAY, GAMETYPE_FLAG_USEPOINTS, GAMETYPE_FLAG_WEAPONARENA, m_flags, MAPINFO_TYPE_ALL, NULL, REGISTER_REGISTRY, REGISTRY, REGISTRY_CHECK, REGISTRY_DEFINE_GET, and REGISTRY_SORT().
107 this.m_mutators =
cons(sname, mutators);
108 this.model2 = defaults;
109 this.gametype_description = gdescription;
const int GAMETYPE_FLAG_HIDELIMITS
bool m_hidelimits
should this gametype display a score limit in the scoreboard?
const int GAMETYPE_FLAG_WEAPONARENA
const int GAMETYPE_FLAG_TEAMPLAY
bool frags
does this gametype use a point limit?
const int GAMETYPE_FLAG_PREFERRED
bool team
does this gametype support teamplay?
bool m_weaponarena
does this gametype enforce its own weapon arena?
const int GAMETYPE_FLAG_USEPOINTS
ERASEABLE string cons(string a, string b)
const int GAMETYPE_FLAG_PRIORITY
int m_priority
game type priority in random selections
◆ Gametype ::m_configuremenu()
virtual void Gametype::Gametype ::m_configuremenu |
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inlinevirtualinherited |
Definition at line 83 of file mapinfo.qh.
References TC.
86 returns(menu, _(
"Frag limit:"), 5, 100, 5,
"fraglimit_override",
string_null, _(
"The amount of frags needed before the match will end"));
◆ Gametype ::m_generate_mapinfo()
virtual void Gametype::Gametype ::m_generate_mapinfo |
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inlinevirtualinherited |
◆ Gametype ::m_isAlwaysSupported()
virtual void Gametype::Gametype ::m_isAlwaysSupported |
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inlinevirtualinherited |
◆ Gametype ::m_isForcedSupported()
virtual void Gametype::Gametype ::m_isForcedSupported |
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inlinevirtualinherited |
◆ Gametype ::m_isTwoBaseMode()
virtual void Gametype::Gametype ::m_isTwoBaseMode |
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inlinevirtualinherited |
◆ Gametype ::m_parse_mapinfo()
virtual void Gametype::Gametype ::m_parse_mapinfo |
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inlinevirtualinherited |
◆ Onslaught ::m_configuremenu()
virtual void Onslaught::Onslaught ::m_configuremenu |
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inlinevirtual |
◆ Onslaught ::m_generate_mapinfo()
virtual void Onslaught::Onslaught ::m_generate_mapinfo |
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inlinevirtual |
◆ Onslaught ::Onslaught()
Definition at line 6 of file onslaught.qh.
8 this.gametype_init(
this, _(
"Onslaught"),
"ons",
"g_onslaught",
GAMETYPE_FLAG_TEAMPLAY,
"",
"pointlimit=1 timelimit=20",_(
"Capture control points to reach and destroy the enemy generator"));
const int GAMETYPE_FLAG_TEAMPLAY
◆ frags
◆ items
◆ m_hidelimits
should this gametype display a score limit in the scoreboard?
Definition at line 44 of file mapinfo.qh.
◆ m_id
◆ m_legacydefaults
string Onslaught::m_legacydefaults = "20 0" |
◆ m_priority
int Gametype::m_priority = 0 |
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inherited |
game type priority in random selections
Definition at line 52 of file mapinfo.qh.
◆ m_weaponarena
does this gametype enforce its own weapon arena?
Definition at line 46 of file mapinfo.qh.
◆ team
The documentation for this class was generated from the following file: