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35d16bd58c
Conflicts: src/engine/console.h src/engine/server.h src/engine/server/server.cpp src/engine/shared/config_variables.h src/engine/shared/console.cpp src/engine/shared/console.h src/engine/shared/network_server.cpp src/game/client/components/console.cpp src/game/client/components/console.h src/game/client/components/menus_browser.cpp src/game/client/gameclient.cpp src/game/editor/editor.cpp src/game/editor/editor.h src/game/editor/io.cpp src/game/editor/layer_tiles.cpp src/game/editor/popups.cpp src/game/gamecore.cpp src/game/mapitems.h src/game/server/entities/character.cpp src/game/server/entities/laser.cpp src/game/server/gamecontext.cpp src/game/server/gamecontroller.cpp src/game/server/gamecontroller.h src/game/server/gamemodes/ctf.cpp src/game/server/player.cpp src/game/variables.h
26 lines
776 B
C++
26 lines
776 B
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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/*
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#ifndef GAME_SERVER_GAMEMODES_CTF_H
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#define GAME_SERVER_GAMEMODES_CTF_H
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#include <game/server/gamecontroller.h>
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#include <game/server/entity.h>
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class CGameControllerCTF : public IGameController
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{
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public:
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class CFlag *m_apFlags[2];
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CGameControllerCTF(class CGameContext *pGameServer);
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virtual void DoWincheck();
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virtual bool CanBeMovedOnBalance(int ClientID);
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virtual void Snap(int SnappingClient);
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virtual void Tick();
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virtual bool OnEntity(int Index, vec2 Pos);
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virtual int OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon);
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};
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#endif
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*/
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