CSCommon: 멤버(멤버함수, 멤버변수 등) 목록

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MMatchRuleQuest 멤버(멤버함수, 멤버변수 등) 목록

모든 멤버(멤버함수, 멤버변수 등) 목록 MMatchRuleQuest, 상속받은 모든 멤버도 포함

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_bQuestCompletedMMatchRuleBaseQuest [protected]
m_nCombatStateMMatchRuleQuest [protected]
m_nFirstPlayerCountMMatchRuleBaseQuest [protected]
m_nLastNPCSpawnTime (에서 정의 MMatchRuleBaseQuest)MMatchRuleBaseQuest [protected]
m_nLastTimeLimitAnnounce (에서 정의 MMatchRule)MMatchRule [protected]
m_nNPCSpawnCountMMatchRuleBaseQuest [protected]
m_NPCManagerMMatchRuleBaseQuest [protected]
m_nRoundArgMMatchRule [protected]
m_nRoundCountMMatchRule [protected]
m_nRoundStateMMatchRule [protected]
m_nSpawnTimeMMatchRuleBaseQuest [protected]
m_pGameTypeInfoMMatchRule [protected]
m_PlayerManagerMMatchRuleBaseQuest [protected]
m_pQuestLevelMMatchRuleQuest [protected]
m_pStageMMatchRule [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]


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