19 #ifndef __WEATHERMANAGER_H__ 20 #define __WEATHERMANAGER_H__ 25 #include <iengine/sector.h> 26 #include <csutil/randomgen.h> 27 #include <csutil/sysfunc.h> 153 virtual void Trigger();
155 const char* GetType();
csArray< psWeatherGameEvent * > events
void SetGameTime(int hour, int minute)
void StartWeather(psSectorInfo *si, unsigned int type=0)
Starts automatic weather in a sector Allocates new events for snow, rain and fog. ...
WeatherManager * weathermanager
csArray< psWeatherGameEvent * > ignored
Used for overriding commands like /rain.
void QueueNextEvent(int delayticks, int eventtype, int eventvalue, int duration, int fade, const char *sector, psSectorInfo *si, uint clientnum=0, int r=0, int g=0, int b=0)
CS::Threading::Mutex eventsMutex
WeatherManager(CacheManager *cachemanager)
void UpdateClient(uint32_t cnum)
When a weather event is created, it goes here.
void HandleWeatherEvent(psWeatherGameEvent *event)
void StartGameTime()
Look into the database for the saved time.
void BroadcastGameTimeSuperclients()
This class manages the caching of data that is unchanging during server operation.
CacheManager * cacheManager
This class handles generation of any and all weather events in the game, including rain...
void StopWeather(psSectorInfo *si, unsigned int type=0)
Stops automatic weather in a sector Puts all events from the automatic weather (rain and snow for now...
Contains information about sectors from the server perspective.
void SendClientGameTime(int cnum)
All scheduled events must inherit from this class.