28 virtual void Save(
float);
29 virtual void Restore(
string,
string);
55 virtual string Title(
void);
Internal SinglePlayer game rule.
Definition: GameRules_SinglePlayer.h:23
virtual void RestoreComplete(void)
Called when the entity has been successfully restored from a savegame file.
Definition: GameRules_SinglePlayer.qc:79
void ncGameRule_SinglePlayer(void)
Definition: GameRules_SinglePlayer.qc:19
virtual void Precache(void)
Overridable: Called from initents().
Definition: GameRules_SinglePlayer.qc:90
virtual void InitPostEnts(void)
Overridable: Called when all map entities have initialized.
Definition: GameRules_SinglePlayer.qc:85
virtual void LevelChangeParms(ncPlayer)
Overridable: Called to store parms for a specific ncPlayer.
Definition: GameRules_SinglePlayer.qc:39
virtual void LevelDecodeParms(ncPlayer)
Overridable: Called to decode parms for a specific ncPlayer.
Definition: GameRules_SinglePlayer.qc:24
virtual string Title(void)
Returns the title of the gamemode running.
Definition: GameRules_SinglePlayer.qc:107
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition: GameRules_SinglePlayer.qc:68
virtual void FrameStart(void)
Overridable: Called every server frame.
Definition: GameRules_SinglePlayer.qc:101
virtual void Shutdown(void)
Overridable: Called from SV_Shutdown().
Definition: GameRules_SinglePlayer.qc:96
virtual void LevelNewParms(void)
Overridable: Called to set up new level parms for any ncPlayer.
Definition: GameRules_SinglePlayer.qc:54
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: GameRules_SinglePlayer.qc:62
This entity class represents every player client.
Definition: Player.h:142
This class represents active gamerules.
Definition: GameRules.h:152