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TNL: Zap::HuntersGameType Class Reference

# Zap::HuntersGameType Class Reference

`#include <huntersGame.h>`

Inheritance diagram for Zap::HuntersGameType:

## Public Types

enum | { DefaultNexusReturnDelay = 60000, DefaultNexusCapDelay = 15000, YardSaleWaypointTime = 5000, YardSaleCount = 8
}
enum | { HuntersMsgScore, HuntersMsgYardSale, HuntersMsgGameOverWin, HuntersMsgGameOverTie
}

## Public Member Functions

| HuntersGameType ()
void | processArguments (S32 argc, const char **argv)
void | addNexus (HuntersNexusObject *theObject)
void | shipTouchNexus (Ship *theShip, HuntersNexusObject *theNexus)
void | onGhostAvailable (GhostConnection *theConnection)
| onGhostAvailable is called on the server side after the server knows that the ghost is available and addressable via the getGhostIndex().
void | idle (GameObject::IdleCallPath path)
void | renderInterfaceOverlay (bool scoreboardVisible)
void | controlObjectForClientKilled (GameConnection *theClient, GameObject *clientObject, GameObject *killerObject)
void | spawnShip (GameConnection *theClient)
const char * | getGameTypeString ()
const char * | getInstructionString ()
| TNL_DECLARE_RPC (s2cAddYardSaleWaypoint,(F32 x, F32 y))
| TNL_DECLARE_RPC (s2cSetNexusTimer,(U32 nexusTime, bool canCap))
| TNL_DECLARE_RPC (s2cHuntersMessage,(U32 msgIndex, StringTableEntry clientName, U32 flagCount))
| TNL_DECLARE_CLASS (HuntersGameType)

## Data Fields

bool | mCanNexusCap

## Private Types

typedef GameType | Parent

## Private Attributes

S32 | mNexusReturnDelay
S32 | mNexusCapDelay
Timer | mNexusReturnTimer
Timer | mNexusCapTimer
Vector< YardSaleWaypoint > | mYardSaleWaypoints
SafePtr< HuntersNexusObject > | mNexus

## Data Structures

struct | YardSaleWaypoint

## Member Typedef Documentation

typedef GameType Zap::HuntersGameType::Parent`[private]`

Reimplemented from Zap::GameObject.

## Member Enumeration Documentation

anonymous enum

Enumerator:

  DefaultNexusReturnDelay |
  DefaultNexusCapDelay |
  YardSaleWaypointTime |
  YardSaleCount |

anonymous enum

Enumerator:

  HuntersMsgScore |
  HuntersMsgYardSale |
  HuntersMsgGameOverWin |
  HuntersMsgGameOverTie |

## Constructor & Destructor Documentation

Zap::HuntersGameType::HuntersGameType | ( |  | ) |

## Member Function Documentation

void Zap::HuntersGameType::processArguments | ( | S32 | argc,
|  | const char ** | argv |
| ) |  |  | `[virtual]`

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::addNexus | ( | HuntersNexusObject * | theObject | ) |

void Zap::HuntersGameType::shipTouchNexus | ( | Ship * | theShip,
|  | HuntersNexusObject * | theNexus |
| ) |  |  |

void Zap::HuntersGameType::onGhostAvailable | ( | GhostConnection * | theConnection | ) | `[virtual]`

onGhostAvailable is called on the server side after the server knows that the ghost is available and addressable via the getGhostIndex().

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::idle | ( | GameObject::IdleCallPath | path | ) | `[virtual]`

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::renderInterfaceOverlay | ( | bool | scoreboardVisible | ) | `[virtual]`

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::controlObjectForClientKilled | ( | GameConnection * | theClient,
|  | GameObject * | clientObject,
|  | GameObject * | killerObject |
| ) |  |  | `[virtual]`

Reimplemented from Zap::GameType.

void Zap::HuntersGameType::spawnShip | ( | GameConnection * | theClient | ) | `[virtual]`

Reimplemented from Zap::GameType.

const char* Zap::HuntersGameType::getGameTypeString | ( |  | ) | `[inline, virtual]`

Reimplemented from Zap::GameType.

const char* Zap::HuntersGameType::getInstructionString | ( |  | ) | `[inline, virtual]`

Reimplemented from Zap::GameType.

Zap::HuntersGameType::TNL_DECLARE_RPC | ( | s2cAddYardSaleWaypoint | ,
|  | (F32 x, F32 y) |  |
| ) |  |  |

Zap::HuntersGameType::TNL_DECLARE_RPC | ( | s2cSetNexusTimer | ,
|  | (U32 nexusTime, bool canCap) |  |
| ) |  |  |

Zap::HuntersGameType::TNL_DECLARE_RPC | ( | s2cHuntersMessage | ,
|  | (U32 msgIndex, StringTableEntry clientName, U32 flagCount) |  |
| ) |  |  |

Zap::HuntersGameType::TNL_DECLARE_CLASS | ( | HuntersGameType |  | ) |

## Field Documentation

S32 Zap::HuntersGameType::mNexusReturnDelay`[private]`

S32 Zap::HuntersGameType::mNexusCapDelay`[private]`

Timer Zap::HuntersGameType::mNexusReturnTimer`[private]`

Timer Zap::HuntersGameType::mNexusCapTimer`[private]`

Vector<YardSaleWaypoint> Zap::HuntersGameType::mYardSaleWaypoints`[private]`

SafePtr<HuntersNexusObject> Zap::HuntersGameType::mNexus`[private]`

bool Zap::HuntersGameType::mCanNexusCap