#include <SpecialPower.h>
Inherits SubsystemInterface.
Definition at line 157 of file SpecialPower.h.
◆ SpecialPowerTemplatePtrVector
◆ SpecialPowerStore()
| SpecialPowerStore::SpecialPowerStore |
( |
void | | ) |
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◆ ~SpecialPowerStore()
| SpecialPowerStore::~SpecialPowerStore |
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void | | ) |
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◆ canUseSpecialPower()
does the object (and therefore the player) meet all the requirements to use this power
does the object (and therefore the player) meet all the requirements to use this power
Definition at line 324 of file SpecialPower.cpp.
◆ findSpecialPowerTemplate()
◆ findSpecialPowerTemplateByID()
◆ findSpecialPowerTemplatePrivate()
◆ getNumSpecialPowers()
| Int SpecialPowerStore::getNumSpecialPowers |
( |
void | | ) |
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◆ getSpecialPowerTemplateByIndex()
Find a special power template given index (WB)
Definition at line 301 of file SpecialPower.cpp.
◆ init()
| virtual void SpecialPowerStore::init |
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void | | ) |
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inlinevirtual |
- Assign any default values to data required for the class
- Allocate any memory and resources needed throughout the lifetime of the class
Implements SubsystemInterface.
Definition at line 165 of file SpecialPower.h.
◆ parseSpecialPowerDefinition()
| void SpecialPowerStore::parseSpecialPowerDefinition |
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INI * | ini | ) |
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static |
◆ reset()
| void SpecialPowerStore::reset |
( |
void | | ) |
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virtual |
◆ update()
| virtual void SpecialPowerStore::update |
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void | | ) |
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inlinevirtual |
- Update methods are the place to do system per frame processing. You should call the system update once each time through the game loop to service the system.
- Note that currently the GameClient and GameLogic will be updating at different rates where the logic is running real time, and the client will adjust how many loops can be done during one server time slice in order to improve performance on low end machines.
Implements SubsystemInterface.
Definition at line 166 of file SpecialPower.h.
◆ m_nextSpecialPowerID
◆ m_specialPowerTemplates
The documentation for this class was generated from the following files: