Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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GameState Member List

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

addPostProcessSnapshot(Snapshot *snapshot)GameState
crc(Xfer *xfer)GameStateinlineprotectedvirtual
doesSaveGameExist(AsciiString filename)GameState
DRAW(void)SubsystemInterfaceinline
draw(void)SubsystemInterfaceinlinevirtual
friend_xferSaveDataForCRC(Xfer *xfer, SnapshotType which)GameState
GameState(void)GameState
getFilePathInSaveDirectory(const AsciiString &leaf) constGameState
getMapLeafName(const AsciiString &in) constGameState
getName(void)SubsystemInterfaceinline
getPristineMapName(void)GameStateinline
getSaveDirectory() constGameState
getSaveGameInfo(void)GameStateinline
getSaveGameInfoFromFile(AsciiString filename, SaveGameInfo *saveGameInfo)GameState
init(void)GameStatevirtual
isInLoadGame(void)GameStateinline
isInSaveDirectory(const AsciiString &path) constGameState
loadGame(AvailableGameInfo gameInfo)GameState
loadPostProcess(void)GameStateinlineprotectedvirtual
m_nameSubsystemInterfaceprotected
missionSave(void)GameState
populateSaveGameListbox(GameWindow *listbox, SaveLoadLayoutType layoutType)GameState
portableMapPathToRealMapPath(const AsciiString &in) constGameState
postProcessLoad()SubsystemInterfaceinlinevirtual
realMapPathToPortableMapPath(const AsciiString &in) constGameState
reset(void)GameStatevirtual
saveGame(AsciiString filename, UnicodeString desc, SaveFileType saveType, SnapshotType which=SNAPSHOT_SAVELOAD)GameState
setName(AsciiString name)SubsystemInterfaceinline
setPristineMapName(AsciiString name)GameStateinline
Snapshot(void)Snapshot
SubsystemInterface()SubsystemInterface
UPDATE(void)SubsystemInterfaceinline
update(void)GameStateinlinevirtual
xfer(Xfer *xfer)GameStateprotectedvirtual
~GameState(void)GameStatevirtual
~Snapshot(void)Snapshot
~SubsystemInterface()SubsystemInterfacevirtual