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] |