| Begin() | MMatchRule | |
| CalcTeamBonus(MMatchObject *pAttacker, MMatchObject *pVictim, int nSrcExp, int *poutAttackerExp, int *poutTeamExp) | MMatchRule | [virtual] |
| CheckCombatPlay() | MMatchRuleQuest | [protected] |
| CheckNPCSpawnEnable() | MMatchRuleQuest | [protected, virtual] |
| CheckPlayersAlive() | MMatchRuleBaseQuest | [protected] |
| CheckQuestCompleted() | MMatchRuleQuest | [protected] |
| CheckReadytoNewSector() | MMatchRuleQuest | [protected] |
| CheckRewards(MUID &uidPlayer, MQuestDropItem *pDropItem, MVector &pos) | MMatchRuleBaseQuest | [protected] |
| ClearAllNPC() | MMatchRuleBaseQuest | |
| CombatProcess() | MMatchRuleQuest | [protected] |
| CreateRuleInfoBlob() (에서 정의 MMatchRule) | MMatchRule | [inline, virtual] |
| DebugTest() | MMatchRule | |
| DistributeReward() | MMatchRuleQuest | [protected, virtual] |
| End() | MMatchRule | |
| GetLastTimeLimitAnnounce() (에서 정의 MMatchRule) | MMatchRule | [inline] |
| GetRoundArg() | MMatchRule | [inline] |
| GetRoundCount() | MMatchRule | [inline] |
| GetRoundState() | MMatchRule | [inline] |
| GetRoundStateTimer() (에서 정의 MMatchRule) | MMatchRule | [inline] |
| GetStage() | MMatchRule | [inline] |
| InitRound() | MMatchRule | [protected] |
| m_bQuestCompleted | MMatchRuleBaseQuest | [protected] |
| m_nCombatState | MMatchRuleQuest | [protected] |
| m_nFirstPlayerCount | MMatchRuleBaseQuest | [protected] |
| m_nLastNPCSpawnTime (에서 정의 MMatchRuleBaseQuest) | MMatchRuleBaseQuest | [protected] |
| m_nLastTimeLimitAnnounce (에서 정의 MMatchRule) | MMatchRule | [protected] |
| m_nNPCSpawnCount | MMatchRuleBaseQuest | [protected] |
| m_NPCManager | MMatchRuleBaseQuest | [protected] |
| m_nRoundArg | MMatchRule | [protected] |
| m_nRoundCount | MMatchRule | [protected] |
| m_nRoundState | MMatchRule | [protected] |
| m_nSpawnTime | MMatchRuleBaseQuest | [protected] |
| m_pGameTypeInfo | MMatchRule | [protected] |
| m_PlayerManager | MMatchRuleBaseQuest | [protected] |
| m_pQuestLevel | MMatchRuleQuest | [protected] |
| m_pStage | MMatchRule | [protected] |
| m_SacrificeSlot (에서 정의 MMatchRuleBaseQuest) | MMatchRuleBaseQuest | [protected] |
| m_tmRoundStateTimer (에서 정의 MMatchRule) | MMatchRule | [protected] |
| MakeQuestLevel() | MMatchRuleQuest | [protected] |
| MMatchRule() | MMatchRule | [inline] |
| MMatchRule(MMatchStage *pStage) | MMatchRule | |
| MMatchRuleBaseQuest(MMatchStage *pStage) | MMatchRuleBaseQuest | |
| MMatchRuleQuest(MMatchStage *pStage) | MMatchRuleQuest | |
| MoveToNextSector() | MMatchRuleQuest | [protected] |
| OnBegin() | MMatchRuleQuest | [protected, virtual] |
| OnBeginCombatState(MQuestCombatState nState) | MMatchRuleQuest | [protected] |
| OnCheckBattleTimeOut(unsigned int tmTimeSpend) | MMatchRule | [protected, virtual] |
| OnCheckEnableBattleCondition() | MMatchRuleBaseQuest | [protected, virtual] |
| OnCheckRoundFinish() | MMatchRuleQuest | [protected, virtual] |
| OnCommand(MCommand *pCommand) | MMatchRuleQuest | [protected, virtual] |
| OnCompleted() | MMatchRuleQuest | [protected, virtual] |
| OnEnd() | MMatchRuleQuest | [protected, virtual] |
| OnEndCombatState(MQuestCombatState nState) | MMatchRuleQuest | [protected] |
| OnEnterBattle(MUID &uidChar) | MMatchRuleBaseQuest | [virtual] |
| OnFailed() | MMatchRuleQuest | [protected, virtual] |
| OnLeaveBattle(MUID &uidChar) | MMatchRuleBaseQuest | [virtual] |
| OnObtainWorldItem(MMatchObject *pObj, int nItemID, int nQuestItemID) | MMatchRuleQuest | [virtual] |
| OnReadyToNewSector(const MUID &uidPlayer) | MMatchRuleQuest | |
| OnRequestDropSacrificeItemOnSlot(MCommand *pCmd) (에서 정의 MMatchRuleBaseQuest) | MMatchRuleBaseQuest | [virtual] |
| OnRequestMovetoPortal(const MUID &uidPlayer) | MMatchRuleQuest | |
| OnRequestNPCDead(MUID &uidSender, MUID &uidKiller, MUID &uidNPC, MVector &pos) | MMatchRuleBaseQuest | [virtual] |
| OnRequestPlayerDead(const MUID &uidVictim) | MMatchRuleQuest | [virtual] |
| OnRequestTestClearNPC() (에서 정의 MMatchRuleBaseQuest) | MMatchRuleBaseQuest | [virtual] |
| OnRequestTestFinish() (에서 정의 MMatchRuleQuest) | MMatchRuleQuest | |
| OnRequestTestNPCSpawn(int nNPCType, int nNPCCount) (에서 정의 MMatchRuleBaseQuest) | MMatchRuleBaseQuest | [virtual] |
| OnRequestTestSectorClear() (에서 정의 MMatchRuleQuest) | MMatchRuleQuest | |
| OnResponseDropSacrificeItemOnSlot(MCommand *pCmd) (에서 정의 MMatchRuleBaseQuest) | MMatchRuleBaseQuest | [virtual] |
| OnRoundBegin() | MMatchRuleBaseQuest | [protected, virtual] |
| OnRoundEnd() | MMatchRuleBaseQuest | [protected, virtual] |
| OnRoundTimeOut() | MMatchRuleBaseQuest | [protected, virtual] |
| OnRun() | MMatchRuleQuest | [protected, virtual] |
| OnSectorCompleted() | MMatchRuleQuest | [protected] |
| ProcessCombatPlay() | MMatchRuleQuest | [protected] |
| ProcessNPCSpawn() | MMatchRuleQuest | [protected, virtual] |
| RefreshPlayerStatus() | MMatchRuleBaseQuest | |
| RoundCount() | MMatchRuleBaseQuest | [protected, virtual] |
| RouteCombatState() | MMatchRuleQuest | [protected] |
| RouteCompleted() | MMatchRuleQuest | [protected, virtual] |
| RouteFailed() | MMatchRuleQuest | [protected, virtual] |
| RouteGameInfo() | MMatchRuleQuest | [protected, virtual] |
| RouteMapSectorStart() | MMatchRuleQuest | [protected] |
| RouteMovetoPortal(const MUID &uidPlayer) | MMatchRuleQuest | [protected] |
| RouteObtainQuestItem(unsigned long int nQuestItemID) | MMatchRuleQuest | [protected] |
| RouteReadyToNewSector(const MUID &uidPlayer) | MMatchRuleQuest | [protected] |
| Run() | MMatchRule | |
| SetCombatState(MQuestCombatState nState) | MMatchRuleQuest | [protected] |
| SetLastTimeLimitAnnounce(int nSeconds) (에서 정의 MMatchRule) | MMatchRule | [inline] |
| SetRoundArg(int nArg) | MMatchRule | [inline] |
| SetRoundCount(int nRound) | MMatchRule | [inline] |
| SetRoundState(MMATCH_ROUNDSTATE nState) | MMatchRule | [protected] |
| SetRoundStateTimer(unsigned long tmTime) (에서 정의 MMatchRule) | MMatchRule | [inline, protected] |
| SpawnNPC(MQUEST_NPC nNPC, int nPosIndex) | MMatchRuleBaseQuest | [protected] |
| ~MMatchRule() | MMatchRule | [inline, virtual] |
| ~MMatchRuleBaseQuest() | MMatchRuleBaseQuest | [virtual] |
| ~MMatchRuleQuest() | MMatchRuleQuest | [virtual] |