OpenClonk
C4Game Member List

This is the complete list of members for C4Game, including all inherited members.

Abort(bool fApproved=false)C4Game
ActivateMenu(const char *command)C4Gameprotected
AllocateTranslatedString()C4Game
C4Game()C4Game
C4SC4Game
CanQuickSave()C4Game
CastObjects(C4ID id, C4Object *creator, int32_t num, int32_t level, int32_t x, int32_t y, int32_t owner=NO_OWNER, int32_t controller=NO_OWNER, C4ValueArray *out_objects=nullptr)C4Game
cFPSC4Game
CheckObjectEnumeration()C4Gameprotected
Clear()C4Game
ClearObjectPtrs(C4Object *to_obj)C4Gameprotected
ClearPointers(C4Object *obj)C4Game
ClientsC4Game
CloseScenario()C4Gameprotected
CompileFunc(StdCompiler *compiler, CompileSettings settings, C4ValueNumbers *)C4Game
CompileRuntimeData(C4Group &group, InitMode init_mode, bool exact, bool sync, C4ValueNumbers *)C4Gameprotected
CreateInfoObject(C4ObjectInfo *info, int32_t owner, int32_t x=50, int32_t y=50)C4Game
CreateObject(C4PropList *type, C4Object *creator, int32_t owner=NO_OWNER, int32_t x=50, int32_t y=50, int32_t r=0, bool grow_from_center=false, C4Real xdir=Fix0, C4Real ydir=Fix0, C4Real rdir=Fix0, int32_t controller=NO_OWNER)C4Game
CreateObject(C4ID type, C4Object *creator, int32_t owner=NO_OWNER, int32_t x=50, int32_t y=50, int32_t r=0, bool grow_from_center=false, C4Real xdir=Fix0, C4Real ydir=Fix0, C4Real rdir=Fix0, int32_t controller=NO_OWNER)C4Game
CreateObjectConstruction(C4PropList *type, C4Object *creator, int32_t owner, int32_t center_x=0, int32_t bottom_y=0, int32_t con=1, bool adjust_terrain=false)C4Game
CreateSectionFromTempFile(const char *section_name, const char *temp_filename)C4Game
CurrentScenarioSectionC4Game
DebugHostC4Game
DebugModeC4Game
DebugPasswordC4Game
DebugPortC4Game
DebugWaitC4Game
Default()C4Gameprotected
DefinitionFilenamesC4Game
DeleteObjects(bool delete_inactive)C4Gameprotected
DirectJoinAddressC4Game
DirectJoinFilePrefixC4Gamestatic
DirectJoinTempFilenameC4Game
DoGameOver()C4Game
DoKeyboardInput(C4KeyCode vk_code, C4KeyEventType event_type, bool alt, bool ctrl, bool shift, bool repeated, class C4GUI::Dialog *for_dialog=nullptr, bool fPlrCtrlOnly=false, int32_t strength=-1)C4Game
DoKeyboardInput(C4KeyCodeEx key, C4KeyEventType event_type, class C4GUI::Dialog *for_dialog=nullptr, bool fPlrCtrlOnly=false, int32_t strength=-1)C4Game
DoSkipFrameC4Game
DrawCrewOverheadText(C4TargetFacet &cgo, int32_t player_nr)C4Game
DrawPropListSpecImage(C4Facet &target, C4PropList *spec)C4Game
DrawTextSpecImage(C4Facet &target, const char *spec, class C4DrawTransform *transform, uint32_t color=0xff)C4Game
DropDef(C4ID id, float x, float y)C4Game
DropFile(const char *filename, float x, float y)C4Game
Evaluate()C4Game
EvaluatedC4Game
EvaluateOnAbortC4Game
ExecObjects()C4Gameprotected
Execute()C4Game
ExtraC4Game
FindConstuctionSiteBlock(int32_t x, int32_t y, int32_t wdt, int32_t hgt)C4Game
FindObject(C4Def *def, int32_t x=0, int32_t y=0, int32_t wdt=0, int32_t hgt=0, DWORD ocf=OCF_All, C4Object *find_next=nullptr)C4Game
FindVisObject(float x, float y, int32_t player_nr, const C4Facet &viewport_game, const C4Facet &viewport_gui, float game_x, float game_y, DWORD category, float gui_x, float gui_y)C4Game
FixRandom(uint64_t seed)C4Game
fLobbyC4Game
fObserveC4Game
fPreinitedC4Game
FPSC4Game
fQuitWithErrorC4Game
FrameCounterC4Game
FrameSkipC4Game
fReferenceDefinitionOverrideC4Game
fResortAnyObjectC4Game
fScriptCreatedObjectsC4Game
FullSpeedC4Game
GameGoC4Game
GameOverC4Game
GameOverCheck()C4Gameprotected
GameOverDlgShownC4Game
GameTextC4Game
GetTextSpecImageAspect(const char *spec)C4Game
GetTranslatedString(const class C4Value &input_string, C4Value *selected_language, bool fail_silently) constC4Game
GlobalSoundModifierC4Game
GRBroadcast(const char *function, C4AulParSet *pars=nullptr, bool pass_error=false, bool reject_test=false)C4Game
GroupSetC4Game
HaltCountC4Game
HasScenario()C4Gameinline
iLobbyTimeoutC4Game
IM_Normal enum valueC4Game
IM_ReInit enum valueC4Game
IM_Section enum valueC4Game
InfoC4Game
Init()C4Game
InitAnimals()C4Gameprotected
InitControl()C4Gameprotected
InitDefs()C4Gameprotected
InitEnvironment()C4Gameprotected
InitFullscreenComponents(bool is_running)C4Game
InitGame(C4Group &group, InitMode init_mode, bool load_sky, C4ValueNumbers *)C4Gameprotected
InitGameFinal(InitMode init_mode)C4Gameprotected
InitGoals()C4Gameprotected
InitialPlayersJoinedC4Game
InitInEarth()C4Gameprotected
InitKeyboard()C4Game
InitMaterialTexture()C4Gameprotected
InitMode enum nameC4Game
InitNetworkFromAddress(const char *address)C4Gameprotected
InitNetworkFromReference(const C4Network2Reference &Reference)C4Gameprotected
InitNetworkFromReferenceFile(const char *temp_filename)C4Gameprotected
InitNetworkHost()C4Gameprotected
InitPlayerControlSettings()C4Game
InitPlayerControlUserSettings()C4Game
InitPlayers(C4ValueNumbers *)C4Gameprotected
InitProgressC4Game
InitRules()C4Gameprotected
InitScriptEngine()C4Gameprotected
InitValueOverloads()C4Gameprotected
InitVegetation()C4Gameprotected
InputC4Game
IsPaused()C4Game
IsRunningC4Game
iTick10C4Game
iTick1000C4Game
iTick2C4Game
iTick255C4Game
iTick3C4Game
iTick35C4Game
iTick5C4Game
JoinPlayer(const char *filename, int32_t at_client, const char *at_client_name, C4PlayerInfo *info)C4Game
KeyboardInputC4Game
LastInitProgressC4Game
LastInitProgressShowTimeC4Game
LinkScriptEngine()C4Gameprotected
LoadAdditionalSystemGroup(class C4Group &parent_group)C4Game
LoadScenarioComponents()C4Gameprotected
LoadScenarioSection(const char *section_name, DWORD flags)C4Game
MainSysLangStringTableC4Game
NamesC4Game
NetworkActiveC4Game
NewObject(C4PropList *def, C4Object *creator, int32_t owner, C4ObjectInfo *info, int32_t x, int32_t y, int32_t r, C4Real xdir, C4Real ydir, C4Real rdir, int32_t con, int32_t controller, bool grow_from_center)C4Gameprotected
NextMissionC4Game
NextMissionDescC4Game
NextMissionTextC4Game
ObjectCount(C4ID id)C4Game
ObjectRemovalCheck()C4Gameprotected
OnKeyboardLayoutChanged()C4Game
OnPlayerJoinFinished()C4Game
OnResolutionChanged(unsigned int res_x, unsigned int res_y)C4Game
OpenScenario()C4Gameprotected
ParametersC4Game
PathFinderC4Game
Pause()C4Game
pCurrentScenarioSectionC4Game
pFileMonitorC4Game
pJoinReferenceC4Game
PlaceAnimal(C4PropList *def)C4Game
PlaceInEarth(C4ID id)C4Gameprotected
PlaceVegetation(C4PropList *def, int32_t x, int32_t y, int32_t wdt, int32_t hgt, int32_t growth, C4PropList *shape_proplist, C4PropList *out_pos_proplist)C4Game
PlayerControlDefaultAssignmentSetsC4Game
PlayerControlDefsC4Game
PlayerControlUserAssignmentSetsC4Game
PlayerFilenamesC4Game
PlayerInfosC4Game
PlayerNamesC4Game
pNetworkStatisticsC4Game
PointersDenumeratedC4Game
pParentGroupC4Game
PreInit()C4Game
pScenarioObjectsScriptC4Game
pScenarioSectionsC4Game
pSec1TimerC4Game
QuickSave(const char *filename, const char *title, bool force_save=false)C4Game
QuitLogPosC4Game
RandomSeedC4Game
RecordC4Game
RecordDumpFileC4Game
RecordStreamC4Game
ReLinkScriptEngine()C4Gameprotected
ReloadDef(C4ID id)C4Game
ReloadFile(const char *filepath)C4Game
ReloadParticle(const char *name)C4Game
RestorePlayerInfosC4Game
RoundResultsC4Game
SaveData(C4Group &group, bool save_section, bool save_exact, bool save_sync, C4ValueNumbers *)C4Game
SaveGameTitle(C4Group &hGroup)C4Game
ScenarioFileC4Game
ScenarioFilenameC4Game
ScenarioLangStringTableC4Game
ScenarioParameterDefsC4Game
ScenarioTitleC4Game
ScoreboardC4Game
ScriptGuiRootC4Game
SetDefaultGamma()C4Game
SetGlobalSoundModifier(C4PropList *modifier_props)C4Game
SetInitProgress(float to_progress)C4Game
SetScenarioFilename(const char *)C4Game
ShowGameOverDlg()C4Game
SlowDown()C4Game
SpeedUp()C4Game
StartTimeC4Game
StartupLogPosC4Game
StartupPlayerCountC4Game
StartupScenarioParametersC4Game
StartupTeamCountC4Game
SyncClearance()C4Game
Synchronize(bool save_player_files)C4Game
TeamsC4Game
TempScenarioFileC4Game
Ticks()C4Gameprotected
TimeC4Game
TimeGoC4Game
TitleC4Game
ToggleChart()C4Game
ToggleChat()C4Game
ToggleDebugMode()C4Gameprotected
TogglePause()C4Game
TransferZonesC4Game
Unpause()C4Game
UpdateLanguage()C4Game
~C4Game()C4Game