class
cGameModeManager
Contents
Base classes
- class cStrategy
- class App::IUnmanagedMessageListener
- Same as App::
IMessageListener, but this one does not use ref-counting.
Public types
- struct DifficultyTuning
Public static functions
- static auto Get() -> cGameModeManager*
- Returns the active Simulator game mode manager.
Public functions
- auto GetActiveModeID() -> uint32_t
-
auto GetDifficultyTuning(uint32_t gameModeID,
bool bUseCurrentDifficulty = false) -> App::
PropertyList* - Returns the difficulty tuning property list that configures the specified game mode ID.
-
auto GetActiveDifficultyTuning() -> App::
PropertyList* - Returns the dificulty tuning property list for the active game mode and difficulty.
-
void SubmitEditorRequest(Editors::
EditorRequest* pRequest)
Public variables
- uint32_t mActiveModeID
- int field_24
- bool field_28
- bool field_29
- int field_2C
- IEffectsWorldPtr mpTransitionEffectWorld
- int field_34
- int mpTransitionBlockingWin
- DifficultyTuning mDifficultyTuning
- PropertyListPtr mScenarioTuning
Function documentation
App:: PropertyList* Simulator:: cGameModeManager:: GetDifficultyTuning(uint32_t gameModeID,
bool bUseCurrentDifficulty = false)
Returns the difficulty tuning property list that configures the specified game mode ID.
Parameters | |
---|---|
gameModeID | |
bUseCurrentDifficulty | [Optional] |
If bUseCurrentDifficulty is false, it will return the medium difficulty; otherwise, it will use the current player difficulty.
App:: PropertyList* Simulator:: cGameModeManager:: GetActiveDifficultyTuning()
Returns the dificulty tuning property list for the active game mode and difficulty.
If there is no player dificulty set, it returns the medium difficulty.