DDraceNetwork Documentation
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CCharacter Class Reference

#include <character.h>

Inheritance diagram for CCharacter:
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Collaboration diagram for CCharacter:
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Public Member Functions

 ~CCharacter () override
void PreTick () override
void Tick () override
void TickDeferred () override
bool IsGrounded ()
void SetWeapon (int Weapon)
void SetSolo (bool Solo)
void SetSuper (bool Super)
void HandleWeaponSwitch ()
void DoWeaponSwitch ()
void HandleWeapons ()
void HandleNinja ()
void HandleJetpack ()
void OnPredictedInput (const CNetObj_PlayerInput *pNewInput)
void OnDirectInput (const CNetObj_PlayerInput *pNewInput)
void ReleaseHook ()
void ResetHook ()
void ResetInput ()
void FireWeapon ()
bool TakeDamage (vec2 Force, int Dmg, int From, int Weapon)
void GiveWeapon (int Weapon, bool Remove=false)
void GiveNinja ()
void RemoveNinja ()
void ResetVelocity ()
void SetVelocity (vec2 NewVelocity)
void SetRawVelocity (vec2 NewVelocity)
void AddVelocity (vec2 Addition)
void ApplyMoveRestrictions ()
CTeamsCoreTeamsCore ()
bool Freeze (int Seconds)
bool Freeze ()
bool UnFreeze ()
void GiveAllWeapons ()
int Team ()
bool CanCollide (int ClientId) override
bool SameTeam (int ClientId)
int GetLastWeapon () const
void SetLastWeapon (int LastWeap)
int GetActiveWeapon () const
void SetActiveWeapon (int ActiveWeapon)
CCharacterCore GetCore ()
void SetCore (const CCharacterCore &Core)
const CCharacterCoreCore () const
bool GetWeaponGot (int Type)
void SetWeaponGot (int Type, bool Value)
int GetWeaponAmmo (int Type)
void SetWeaponAmmo (int Type, int Value)
void SetNinjaActivationDir (vec2 ActivationDir)
void SetNinjaActivationTick (int ActivationTick)
void SetNinjaCurrentMoveTime (int CurrentMoveTime)
int GetCid ()
void SetInput (const CNetObj_PlayerInput *pNewInput)
int GetJumped () const
int GetAttackTick () const
int GetStrongWeakId () const
 CCharacter (CGameWorld *pGameWorld, int Id, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended=nullptr)
void Read (CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, bool IsLocal)
void SetCoreWorld (CGameWorld *pGameWorld)
bool Match (CCharacter *pChar) const
void ResetPrediction ()
void SetTuneZone (int Zone)
int GetOverriddenTuneZone () const
int GetPureTuneZone () const
bool HammerHitDisabled () const
bool ShotgunHitDisabled () const
bool LaserHitDisabled () const
bool GrenadeHitDisabled () const
bool IsSuper () const
 CCharacter (CGameWorld *pWorld, CNetObj_PlayerInput LastInput)
void Reset () override
void Destroy () override
void PreTick ()
void Tick () override
void TickDeferred () override
void TickPaused () override
void Snap (int SnappingClient) override
void SwapClients (int Client1, int Client2) override
void PostGlobalSnap ()
bool CanSnapCharacter (int SnappingClient)
bool IsSnappingCharacterInView (int SnappingClientId)
bool IsGrounded ()
void SetWeapon (int W)
void SetJetpack (bool Active)
void SetEndlessJump (bool Active)
void SetJumps (int Jumps)
void SetSolo (bool Solo)
void SetSuper (bool Super)
void SetInvincible (bool Invincible)
void SetCollisionDisabled (bool CollisionDisabled)
void SetHookHitDisabled (bool HookHitDisabled)
void SetLiveFrozen (bool Active)
void SetDeepFrozen (bool Active)
void HandleWeaponSwitch ()
void DoWeaponSwitch ()
void HandleWeapons ()
void HandleNinja ()
void HandleJetpack ()
void OnPredictedInput (const CNetObj_PlayerInput *pNewInput)
void OnDirectInput (const CNetObj_PlayerInput *pNewInput)
void ReleaseHook ()
void ResetHook ()
void ResetInput ()
void FireWeapon ()
void Die (int Killer, int Weapon, bool SendKillMsg=true)
bool TakeDamage (vec2 Force, int Dmg, int From, int Weapon)
void SendDeathMessageIfNotInLockedTeam (int Killer, int Weapon, int ModeSpecial)
void CancelSwapRequests ()
bool Spawn (class CPlayer *pPlayer, vec2 Pos)
bool Remove ()
bool IncreaseHealth (int Amount)
bool IncreaseArmor (int Amount)
void GiveWeapon (int Weapon, bool Remove=false)
void GiveNinja ()
void RemoveNinja ()
void SetEndlessHook (bool Enable)
void SetEmote (int Emote, int Tick)
int DetermineEyeEmote ()
void Rescue ()
int NeededFaketuning () const
bool IsAlive () const
bool IsPaused () const
class CPlayerGetPlayer ()
CClientMask TeamMask ()
void SetPosition (const vec2 &Position)
void Move (vec2 RelPos)
void ResetVelocity ()
void SetVelocity (vec2 NewVelocity)
void SetRawVelocity (vec2 NewVelocity)
void AddVelocity (vec2 Addition)
void ApplyMoveRestrictions ()
CGameTeamsTeams ()
void SetTeams (CGameTeams *pTeams)
bool TrySetRescue (int RescueMode)
void FillAntibot (CAntibotCharacterData *pData)
void Pause (bool Pause)
bool Freeze (int Seconds)
bool Freeze ()
bool UnFreeze ()
void GiveAllWeapons ()
void ResetPickups ()
void ResetJumps ()
int Team ()
bool CanCollide (int ClientId) override
bool SameTeam (int ClientId)
void StopRecording ()
int GetLastWeapon () const
void SetLastWeapon (int LastWeap)
int GetActiveWeapon () const
void SetActiveWeapon (int ActiveWeap)
void SetLastAction (int LastAction)
int GetArmor () const
void SetArmor (int Armor)
CCharacterCore GetCore ()
void SetCore (const CCharacterCore &Core)
const CCharacterCoreCore () const
bool GetWeaponGot (int Type)
void SetWeaponGot (int Type, bool Value)
int GetWeaponAmmo (int Type)
void SetWeaponAmmo (int Type, int Value)
void SetNinjaActivationDir (vec2 ActivationDir)
void SetNinjaActivationTick (int ActivationTick)
void SetNinjaCurrentMoveTime (int CurrentMoveTime)
int GetLastAction () const
bool HasTelegunGun () const
bool HasTelegunGrenade () const
bool HasTelegunLaser () const
bool HammerHitDisabled () const
bool ShotgunHitDisabled () const
bool LaserHitDisabled () const
bool GrenadeHitDisabled () const
void SetHammerHitDisabled (bool HammerHitDisabled)
void SetShotgunHitDisabled (bool ShotgunHitDisabled)
void SetGrenadeHitDisabled (bool GrenadeHitDisabled)
void SetLaserHitDisabled (bool LaserHitDisabled)
bool IsSuper () const
CSaveTeeGetLastRescueTeeRef (int Mode=RESCUEMODE_AUTO)
CTuningParamsGetTuning (int Zone)
Public Member Functions inherited from CEntity
int GetId () const
 CEntity (CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0)
virtual ~CEntity ()
std::vector< SSwitchers > & Switchers ()
CGameWorldGameWorld ()
CTuningParamsGlobalTuning ()
CTuningParamsTuningList ()
CTuningParamsGetTuning (int i)
class CCollisionCollision ()
CEntityTypeNext ()
CEntityTypePrev ()
const vec2GetPos () const
float GetProximityRadius () const
bool GameLayerClipped (vec2 CheckPos)
CEntityNextEntity ()
void Keep ()
 CEntity ()
int GetId () const
 CEntity (CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0)
virtual ~CEntity ()
std::vector< SSwitchers > & Switchers ()
CGameWorldGameWorld ()
CTuningParamsGlobalTuning ()
CTuningParamsTuningList ()
CTuningParamsGetTuning (int i)
class CConfigConfig ()
class CGameContextGameServer ()
class IServerServer ()
CCollisionCollision ()
CEntityTypeNext ()
CEntityTypePrev ()
const vec2GetPos () const
float GetProximityRadius () const
virtual ESaveResult BlocksSave (int ClientId)
virtual int GetOwnerId () const
bool NetworkClipped (int SnappingClient) const
bool NetworkClipped (int SnappingClient, vec2 CheckPos) const
bool NetworkClippedLine (int SnappingClient, vec2 StartPos, vec2 EndPos) const
bool GameLayerClipped (vec2 CheckPos)
bool GetNearestAirPos (vec2 Pos, vec2 PrevPos, vec2 *pOutPos)
bool GetNearestAirPosPlayer (vec2 PlayerPos, vec2 *pOutPos)

Public Attributes

bool m_IsLocal
bool m_NinjaJetpack
int m_FreezeTime
bool m_FrozenLastTick
vec2 m_PrevPos
vec2 m_PrevPrevPos
int m_TeleCheckpoint
int m_TileIndex
int m_TileFIndex
bool m_LastRefillJumps
int m_LastSnapWeapon
bool m_KeepHooked
int m_GameTeam
bool m_CanMoveInFreeze
ERaceState m_DDRaceState
int m_TeamBeforeSuper
int m_TuneZoneOld
int m_PainSoundTimer
int m_LastMove
int m_StartTime
int m_TimeCpBroadcastEndTick
int m_LastTimeCp
int m_LastTimeCpBroadcasted
float m_aCurrentTimeCp [MAX_CHECKPOINTS]
int64_t m_LastStartWarning
int64_t m_LastRescue
bool m_LastPenalty
bool m_LastBonus
vec2 m_TeleGunPos
bool m_TeleGunTeleport
bool m_IsBlueTeleGunTeleport
int m_SpawnTick
int m_WeaponChangeTick
Public Attributes inherited from CEntity
float m_ProximityRadius
vec2 m_Pos
int m_Number
int m_Layer
int m_SnapTicks
int m_DestroyTick
int m_LastRenderTick
CEntitym_pParent
CEntitym_pChild

Private Member Functions

void HandleTiles (int Index)
void HandleSkippableTiles (int Index)
void DDRaceTick ()
void DDRacePostCoreTick ()
void HandleTuneLayer ()
void SnapCharacter (int SnappingClient, int Id)
void SetTimeCheckpoint (int TimeCheckpoint)
void HandleTiles (int Index)
void DDRaceInit ()
void HandleSkippableTiles (int Index)
void ForceSetRescue (int RescueMode)
void DDRaceTick ()
void DDRacePostCoreTick ()
void HandleBroadcast ()
void HandleTuneLayer ()
void SendZoneMsgs ()
IAntibotAntibot ()

Static Private Member Functions

static bool IsSwitchActiveCb (int Number, void *pUser)
static bool IsSwitchActiveCb (int Number, void *pUser)

Private Attributes

int m_aHitObjects [MAX_CLIENTS]
int m_NumObjectsHit
int m_LastWeapon
int m_QueuedWeapon
int m_ReloadTimer
int m_AttackTick
int m_MoveRestrictions
CNetObj_PlayerInput m_LatestPrevInput
CNetObj_PlayerInput m_LatestInput
CNetObj_PlayerInput m_PrevInput
CNetObj_PlayerInput m_Input
CNetObj_PlayerInput m_SavedInput
int m_NumInputs
int m_TuneZone
int m_TuneZoneOverride
CCharacterCore m_Core
int m_StrongWeakId
int m_LastWeaponSwitchTick
int m_LastTuneZoneTick
class CPlayerm_pPlayer
bool m_Alive
bool m_Paused
int m_PausedTick
int m_NeededFaketuning
int m_DamageTaken
int m_EmoteType
int m_EmoteStop
int m_LastAction
CNetObj_PlayerInput m_LatestPrevPrevInput
int m_DamageTakenTick
int m_Health
int m_Armor
int m_TriggeredEvents7
CGameTeamsm_pTeams = nullptr
int m_ReckoningTick
CCharacterCore m_SendCore
CCharacterCore m_ReckoningCore
float m_Time
int m_LastBroadcast
bool m_SetSavePos [NUM_RESCUEMODES]
CSaveTee m_RescueTee [NUM_RESCUEMODES]

Friends

class CGameWorld
class CSaveTee
class CSaveHotReloadTee

Additional Inherited Members

Protected Attributes inherited from CEntity
CGameWorldm_pGameWorld
bool m_MarkedForDestroy
int m_Id
int m_ObjType

Constructor & Destructor Documentation

◆ ~CCharacter()

CCharacter::~CCharacter ( )
override

◆ CCharacter() [1/2]

CCharacter::CCharacter ( CGameWorld * pGameWorld,
int Id,
CNetObj_Character * pChar,
CNetObj_DDNetCharacter * pExtended = nullptr )

◆ CCharacter() [2/2]

CCharacter::CCharacter ( CGameWorld * pWorld,
CNetObj_PlayerInput LastInput )

Member Function Documentation

◆ AddVelocity() [1/2]

void CCharacter::AddVelocity ( vec2 Addition)

◆ AddVelocity() [2/2]

void CCharacter::AddVelocity ( vec2 Addition)

◆ Antibot()

IAntibot * CCharacter::Antibot ( )
private

◆ ApplyMoveRestrictions() [1/2]

void CCharacter::ApplyMoveRestrictions ( )

◆ ApplyMoveRestrictions() [2/2]

void CCharacter::ApplyMoveRestrictions ( )

◆ CancelSwapRequests()

void CCharacter::CancelSwapRequests ( )

◆ CanCollide() [1/2]

bool CCharacter::CanCollide ( int ClientId)
overridevirtual

Reimplemented from CEntity.

◆ CanCollide() [2/2]

bool CCharacter::CanCollide ( int ClientId)
overridevirtual

Reimplemented from CEntity.

◆ CanSnapCharacter()

bool CCharacter::CanSnapCharacter ( int SnappingClient)

◆ Core() [1/2]

const CCharacterCore * CCharacter::Core ( ) const
inline

◆ Core() [2/2]

const CCharacterCore * CCharacter::Core ( ) const
inline

◆ DDRaceInit()

void CCharacter::DDRaceInit ( )
private

◆ DDRacePostCoreTick() [1/2]

void CCharacter::DDRacePostCoreTick ( )
private

◆ DDRacePostCoreTick() [2/2]

void CCharacter::DDRacePostCoreTick ( )
private

◆ DDRaceTick() [1/2]

void CCharacter::DDRaceTick ( )
private

◆ DDRaceTick() [2/2]

void CCharacter::DDRaceTick ( )
private

◆ Destroy()

void CCharacter::Destroy ( )
overridevirtual

Reimplemented from CEntity.

◆ DetermineEyeEmote()

int CCharacter::DetermineEyeEmote ( )

◆ Die()

void CCharacter::Die ( int Killer,
int Weapon,
bool SendKillMsg = true )

◆ DoWeaponSwitch() [1/2]

void CCharacter::DoWeaponSwitch ( )

◆ DoWeaponSwitch() [2/2]

void CCharacter::DoWeaponSwitch ( )

◆ FillAntibot()

void CCharacter::FillAntibot ( CAntibotCharacterData * pData)

◆ FireWeapon() [1/2]

void CCharacter::FireWeapon ( )

◆ FireWeapon() [2/2]

void CCharacter::FireWeapon ( )

◆ ForceSetRescue()

void CCharacter::ForceSetRescue ( int RescueMode)
private

◆ Freeze() [1/4]

bool CCharacter::Freeze ( )

◆ Freeze() [2/4]

bool CCharacter::Freeze ( )

◆ Freeze() [3/4]

bool CCharacter::Freeze ( int Seconds)

◆ Freeze() [4/4]

bool CCharacter::Freeze ( int Seconds)

◆ GetActiveWeapon() [1/2]

int CCharacter::GetActiveWeapon ( ) const
inline

◆ GetActiveWeapon() [2/2]

int CCharacter::GetActiveWeapon ( ) const
inline

◆ GetArmor()

int CCharacter::GetArmor ( ) const
inline

◆ GetAttackTick()

int CCharacter::GetAttackTick ( ) const
inline

◆ GetCid()

int CCharacter::GetCid ( )
inline

◆ GetCore() [1/2]

CCharacterCore CCharacter::GetCore ( )
inline

◆ GetCore() [2/2]

CCharacterCore CCharacter::GetCore ( )
inline

◆ GetJumped()

int CCharacter::GetJumped ( ) const
inline

◆ GetLastAction()

int CCharacter::GetLastAction ( ) const
inline

◆ GetLastRescueTeeRef()

CSaveTee & CCharacter::GetLastRescueTeeRef ( int Mode = RESCUEMODE_AUTO)
inline

◆ GetLastWeapon() [1/2]

int CCharacter::GetLastWeapon ( ) const
inline

◆ GetLastWeapon() [2/2]

int CCharacter::GetLastWeapon ( ) const
inline

◆ GetOverriddenTuneZone()

int CCharacter::GetOverriddenTuneZone ( ) const

◆ GetPlayer()

class CPlayer * CCharacter::GetPlayer ( )
inline

◆ GetPureTuneZone()

int CCharacter::GetPureTuneZone ( ) const

◆ GetStrongWeakId()

int CCharacter::GetStrongWeakId ( ) const
inline

◆ GetTuning()

CTuningParams * CCharacter::GetTuning ( int Zone)
inline

◆ GetWeaponAmmo() [1/2]

int CCharacter::GetWeaponAmmo ( int Type)
inline

◆ GetWeaponAmmo() [2/2]

int CCharacter::GetWeaponAmmo ( int Type)
inline

◆ GetWeaponGot() [1/2]

bool CCharacter::GetWeaponGot ( int Type)
inline

◆ GetWeaponGot() [2/2]

bool CCharacter::GetWeaponGot ( int Type)
inline

◆ GiveAllWeapons() [1/2]

void CCharacter::GiveAllWeapons ( )

◆ GiveAllWeapons() [2/2]

void CCharacter::GiveAllWeapons ( )

◆ GiveNinja() [1/2]

void CCharacter::GiveNinja ( )

◆ GiveNinja() [2/2]

void CCharacter::GiveNinja ( )

◆ GiveWeapon() [1/2]

void CCharacter::GiveWeapon ( int Weapon,
bool Remove = false )

◆ GiveWeapon() [2/2]

void CCharacter::GiveWeapon ( int Weapon,
bool Remove = false )

◆ GrenadeHitDisabled() [1/2]

bool CCharacter::GrenadeHitDisabled ( ) const
inline

◆ GrenadeHitDisabled() [2/2]

bool CCharacter::GrenadeHitDisabled ( ) const
inline

◆ HammerHitDisabled() [1/2]

bool CCharacter::HammerHitDisabled ( ) const
inline

◆ HammerHitDisabled() [2/2]

bool CCharacter::HammerHitDisabled ( ) const
inline

◆ HandleBroadcast()

void CCharacter::HandleBroadcast ( )
private

◆ HandleJetpack() [1/2]

void CCharacter::HandleJetpack ( )

◆ HandleJetpack() [2/2]

void CCharacter::HandleJetpack ( )

◆ HandleNinja() [1/2]

void CCharacter::HandleNinja ( )

◆ HandleNinja() [2/2]

void CCharacter::HandleNinja ( )

◆ HandleSkippableTiles() [1/2]

void CCharacter::HandleSkippableTiles ( int Index)
private

◆ HandleSkippableTiles() [2/2]

void CCharacter::HandleSkippableTiles ( int Index)
private

◆ HandleTiles() [1/2]

void CCharacter::HandleTiles ( int Index)
private

◆ HandleTiles() [2/2]

void CCharacter::HandleTiles ( int Index)
private

◆ HandleTuneLayer() [1/2]

void CCharacter::HandleTuneLayer ( )
private

◆ HandleTuneLayer() [2/2]

void CCharacter::HandleTuneLayer ( )
private

◆ HandleWeapons() [1/2]

void CCharacter::HandleWeapons ( )

◆ HandleWeapons() [2/2]

void CCharacter::HandleWeapons ( )

◆ HandleWeaponSwitch() [1/2]

void CCharacter::HandleWeaponSwitch ( )

◆ HandleWeaponSwitch() [2/2]

void CCharacter::HandleWeaponSwitch ( )

◆ HasTelegunGrenade()

bool CCharacter::HasTelegunGrenade ( ) const
inline

◆ HasTelegunGun()

bool CCharacter::HasTelegunGun ( ) const
inline

◆ HasTelegunLaser()

bool CCharacter::HasTelegunLaser ( ) const
inline

◆ IncreaseArmor()

bool CCharacter::IncreaseArmor ( int Amount)

◆ IncreaseHealth()

bool CCharacter::IncreaseHealth ( int Amount)

◆ IsAlive()

bool CCharacter::IsAlive ( ) const
inline

◆ IsGrounded() [1/2]

bool CCharacter::IsGrounded ( )

◆ IsGrounded() [2/2]

bool CCharacter::IsGrounded ( )

◆ IsPaused()

bool CCharacter::IsPaused ( ) const
inline

◆ IsSnappingCharacterInView()

bool CCharacter::IsSnappingCharacterInView ( int SnappingClientId)

◆ IsSuper() [1/2]

bool CCharacter::IsSuper ( ) const
inline

◆ IsSuper() [2/2]

bool CCharacter::IsSuper ( ) const
inline

◆ IsSwitchActiveCb() [1/2]

bool CCharacter::IsSwitchActiveCb ( int Number,
void * pUser )
staticprivate

◆ IsSwitchActiveCb() [2/2]

bool CCharacter::IsSwitchActiveCb ( int Number,
void * pUser )
staticprivate

◆ LaserHitDisabled() [1/2]

bool CCharacter::LaserHitDisabled ( ) const
inline

◆ LaserHitDisabled() [2/2]

bool CCharacter::LaserHitDisabled ( ) const
inline

◆ Match()

bool CCharacter::Match ( CCharacter * pChar) const

◆ Move()

void CCharacter::Move ( vec2 RelPos)

◆ NeededFaketuning()

int CCharacter::NeededFaketuning ( ) const
inline

◆ OnDirectInput() [1/2]

void CCharacter::OnDirectInput ( const CNetObj_PlayerInput * pNewInput)

◆ OnDirectInput() [2/2]

void CCharacter::OnDirectInput ( const CNetObj_PlayerInput * pNewInput)

◆ OnPredictedInput() [1/2]

void CCharacter::OnPredictedInput ( const CNetObj_PlayerInput * pNewInput)

◆ OnPredictedInput() [2/2]

void CCharacter::OnPredictedInput ( const CNetObj_PlayerInput * pNewInput)

◆ Pause()

void CCharacter::Pause ( bool Pause)

◆ PostGlobalSnap()

void CCharacter::PostGlobalSnap ( )

◆ PreTick() [1/2]

void CCharacter::PreTick ( )
virtual

Reimplemented from CEntity.

◆ PreTick() [2/2]

void CCharacter::PreTick ( )
overridevirtual

Reimplemented from CEntity.

◆ Read()

void CCharacter::Read ( CNetObj_Character * pChar,
CNetObj_DDNetCharacter * pExtended,
bool IsLocal )

◆ ReleaseHook() [1/2]

void CCharacter::ReleaseHook ( )

◆ ReleaseHook() [2/2]

void CCharacter::ReleaseHook ( )

◆ Remove()

bool CCharacter::Remove ( )

◆ RemoveNinja() [1/2]

void CCharacter::RemoveNinja ( )

◆ RemoveNinja() [2/2]

void CCharacter::RemoveNinja ( )

◆ Rescue()

void CCharacter::Rescue ( )

◆ Reset()

void CCharacter::Reset ( )
overridevirtual

Reimplemented from CEntity.

◆ ResetHook() [1/2]

void CCharacter::ResetHook ( )

◆ ResetHook() [2/2]

void CCharacter::ResetHook ( )

◆ ResetInput() [1/2]

void CCharacter::ResetInput ( )

◆ ResetInput() [2/2]

void CCharacter::ResetInput ( )

◆ ResetJumps()

void CCharacter::ResetJumps ( )

◆ ResetPickups()

void CCharacter::ResetPickups ( )

◆ ResetPrediction()

void CCharacter::ResetPrediction ( )

◆ ResetVelocity() [1/2]

void CCharacter::ResetVelocity ( )

◆ ResetVelocity() [2/2]

void CCharacter::ResetVelocity ( )

◆ SameTeam() [1/2]

bool CCharacter::SameTeam ( int ClientId)

◆ SameTeam() [2/2]

bool CCharacter::SameTeam ( int ClientId)

◆ SendDeathMessageIfNotInLockedTeam()

void CCharacter::SendDeathMessageIfNotInLockedTeam ( int Killer,
int Weapon,
int ModeSpecial )

◆ SendZoneMsgs()

void CCharacter::SendZoneMsgs ( )
private

◆ SetActiveWeapon() [1/2]

void CCharacter::SetActiveWeapon ( int ActiveWeap)
inline

◆ SetActiveWeapon() [2/2]

void CCharacter::SetActiveWeapon ( int ActiveWeapon)

◆ SetArmor()

void CCharacter::SetArmor ( int Armor)
inline

◆ SetCollisionDisabled()

void CCharacter::SetCollisionDisabled ( bool CollisionDisabled)

◆ SetCore() [1/2]

void CCharacter::SetCore ( const CCharacterCore & Core)
inline

◆ SetCore() [2/2]

void CCharacter::SetCore ( const CCharacterCore & Core)
inline

◆ SetCoreWorld()

void CCharacter::SetCoreWorld ( CGameWorld * pGameWorld)

◆ SetDeepFrozen()

void CCharacter::SetDeepFrozen ( bool Active)

◆ SetEmote()

void CCharacter::SetEmote ( int Emote,
int Tick )

◆ SetEndlessHook()

void CCharacter::SetEndlessHook ( bool Enable)

◆ SetEndlessJump()

void CCharacter::SetEndlessJump ( bool Active)

◆ SetGrenadeHitDisabled()

void CCharacter::SetGrenadeHitDisabled ( bool GrenadeHitDisabled)
inline

◆ SetHammerHitDisabled()

void CCharacter::SetHammerHitDisabled ( bool HammerHitDisabled)
inline

◆ SetHookHitDisabled()

void CCharacter::SetHookHitDisabled ( bool HookHitDisabled)

◆ SetInput()

void CCharacter::SetInput ( const CNetObj_PlayerInput * pNewInput)
inline

◆ SetInvincible()

void CCharacter::SetInvincible ( bool Invincible)

◆ SetJetpack()

void CCharacter::SetJetpack ( bool Active)

◆ SetJumps()

void CCharacter::SetJumps ( int Jumps)

◆ SetLaserHitDisabled()

void CCharacter::SetLaserHitDisabled ( bool LaserHitDisabled)
inline

◆ SetLastAction()

void CCharacter::SetLastAction ( int LastAction)
inline

◆ SetLastWeapon() [1/2]

void CCharacter::SetLastWeapon ( int LastWeap)
inline

◆ SetLastWeapon() [2/2]

void CCharacter::SetLastWeapon ( int LastWeap)
inline

◆ SetLiveFrozen()

void CCharacter::SetLiveFrozen ( bool Active)

◆ SetNinjaActivationDir() [1/2]

void CCharacter::SetNinjaActivationDir ( vec2 ActivationDir)
inline

◆ SetNinjaActivationDir() [2/2]

void CCharacter::SetNinjaActivationDir ( vec2 ActivationDir)
inline

◆ SetNinjaActivationTick() [1/2]

void CCharacter::SetNinjaActivationTick ( int ActivationTick)
inline

◆ SetNinjaActivationTick() [2/2]

void CCharacter::SetNinjaActivationTick ( int ActivationTick)
inline

◆ SetNinjaCurrentMoveTime() [1/2]

void CCharacter::SetNinjaCurrentMoveTime ( int CurrentMoveTime)
inline

◆ SetNinjaCurrentMoveTime() [2/2]

void CCharacter::SetNinjaCurrentMoveTime ( int CurrentMoveTime)
inline

◆ SetPosition()

void CCharacter::SetPosition ( const vec2 & Position)

◆ SetRawVelocity() [1/2]

void CCharacter::SetRawVelocity ( vec2 NewVelocity)

◆ SetRawVelocity() [2/2]

void CCharacter::SetRawVelocity ( vec2 NewVelocity)

◆ SetShotgunHitDisabled()

void CCharacter::SetShotgunHitDisabled ( bool ShotgunHitDisabled)
inline

◆ SetSolo() [1/2]

void CCharacter::SetSolo ( bool Solo)

◆ SetSolo() [2/2]

void CCharacter::SetSolo ( bool Solo)

◆ SetSuper() [1/2]

void CCharacter::SetSuper ( bool Super)

◆ SetSuper() [2/2]

void CCharacter::SetSuper ( bool Super)

◆ SetTeams()

void CCharacter::SetTeams ( CGameTeams * pTeams)

◆ SetTimeCheckpoint()

void CCharacter::SetTimeCheckpoint ( int TimeCheckpoint)
private

◆ SetTuneZone()

void CCharacter::SetTuneZone ( int Zone)

◆ SetVelocity() [1/2]

void CCharacter::SetVelocity ( vec2 NewVelocity)

◆ SetVelocity() [2/2]

void CCharacter::SetVelocity ( vec2 NewVelocity)

◆ SetWeapon() [1/2]

void CCharacter::SetWeapon ( int W)

◆ SetWeapon() [2/2]

void CCharacter::SetWeapon ( int Weapon)

◆ SetWeaponAmmo() [1/2]

void CCharacter::SetWeaponAmmo ( int Type,
int Value )
inline

◆ SetWeaponAmmo() [2/2]

void CCharacter::SetWeaponAmmo ( int Type,
int Value )
inline

◆ SetWeaponGot() [1/2]

void CCharacter::SetWeaponGot ( int Type,
bool Value )
inline

◆ SetWeaponGot() [2/2]

void CCharacter::SetWeaponGot ( int Type,
bool Value )
inline

◆ ShotgunHitDisabled() [1/2]

bool CCharacter::ShotgunHitDisabled ( ) const
inline

◆ ShotgunHitDisabled() [2/2]

bool CCharacter::ShotgunHitDisabled ( ) const
inline

◆ Snap()

void CCharacter::Snap ( int SnappingClient)
overridevirtual

Reimplemented from CEntity.

◆ SnapCharacter()

void CCharacter::SnapCharacter ( int SnappingClient,
int Id )
private

◆ Spawn()

bool CCharacter::Spawn ( class CPlayer * pPlayer,
vec2 Pos )

◆ StopRecording()

void CCharacter::StopRecording ( )

◆ SwapClients()

void CCharacter::SwapClients ( int Client1,
int Client2 )
overridevirtual

Reimplemented from CEntity.

◆ TakeDamage() [1/2]

bool CCharacter::TakeDamage ( vec2 Force,
int Dmg,
int From,
int Weapon )

◆ TakeDamage() [2/2]

bool CCharacter::TakeDamage ( vec2 Force,
int Dmg,
int From,
int Weapon )

◆ Team() [1/2]

int CCharacter::Team ( )

◆ Team() [2/2]

int CCharacter::Team ( )

◆ TeamMask()

CClientMask CCharacter::TeamMask ( )

◆ Teams()

CGameTeams * CCharacter::Teams ( )
inline

◆ TeamsCore()

CTeamsCore * CCharacter::TeamsCore ( )

◆ Tick() [1/2]

void CCharacter::Tick ( )
overridevirtual

Reimplemented from CEntity.

◆ Tick() [2/2]

void CCharacter::Tick ( )
overridevirtual

Reimplemented from CEntity.

◆ TickDeferred() [1/2]

void CCharacter::TickDeferred ( )
overridevirtual

Reimplemented from CEntity.

◆ TickDeferred() [2/2]

void CCharacter::TickDeferred ( )
overridevirtual

Reimplemented from CEntity.

◆ TickPaused()

void CCharacter::TickPaused ( )
overridevirtual

Reimplemented from CEntity.

◆ TrySetRescue()

bool CCharacter::TrySetRescue ( int RescueMode)

◆ UnFreeze() [1/2]

bool CCharacter::UnFreeze ( )

◆ UnFreeze() [2/2]

bool CCharacter::UnFreeze ( )

◆ CGameWorld

friend class CGameWorld
friend

◆ CSaveHotReloadTee

friend class CSaveHotReloadTee
friend

◆ CSaveTee

friend class CSaveTee
friend

Member Data Documentation

◆ m_aCurrentTimeCp

float CCharacter::m_aCurrentTimeCp[MAX_CHECKPOINTS]

◆ m_aHitObjects

int CCharacter::m_aHitObjects
private

◆ m_Alive

bool CCharacter::m_Alive
private

◆ m_Armor

int CCharacter::m_Armor
private

◆ m_AttackTick

int CCharacter::m_AttackTick
private

◆ m_CanMoveInFreeze

bool CCharacter::m_CanMoveInFreeze

◆ m_Core

CCharacterCore CCharacter::m_Core
private

◆ m_DamageTaken

int CCharacter::m_DamageTaken
private

◆ m_DamageTakenTick

int CCharacter::m_DamageTakenTick
private

◆ m_DDRaceState

ERaceState CCharacter::m_DDRaceState

◆ m_EmoteStop

int CCharacter::m_EmoteStop
private

◆ m_EmoteType

int CCharacter::m_EmoteType
private

◆ m_FreezeTime

int CCharacter::m_FreezeTime

◆ m_FrozenLastTick

bool CCharacter::m_FrozenLastTick

◆ m_GameTeam

int CCharacter::m_GameTeam

◆ m_Health

int CCharacter::m_Health
private

◆ m_Input

CNetObj_PlayerInput CCharacter::m_Input
private

◆ m_IsBlueTeleGunTeleport

bool CCharacter::m_IsBlueTeleGunTeleport

◆ m_IsLocal

bool CCharacter::m_IsLocal

◆ m_KeepHooked

bool CCharacter::m_KeepHooked

◆ m_LastAction

int CCharacter::m_LastAction
private

◆ m_LastBonus

bool CCharacter::m_LastBonus

◆ m_LastBroadcast

int CCharacter::m_LastBroadcast
private

◆ m_LastMove

int CCharacter::m_LastMove

◆ m_LastPenalty

bool CCharacter::m_LastPenalty

◆ m_LastRefillJumps

bool CCharacter::m_LastRefillJumps

◆ m_LastRescue

int64_t CCharacter::m_LastRescue

◆ m_LastSnapWeapon

int CCharacter::m_LastSnapWeapon

◆ m_LastStartWarning

int64_t CCharacter::m_LastStartWarning

◆ m_LastTimeCp

int CCharacter::m_LastTimeCp

◆ m_LastTimeCpBroadcasted

int CCharacter::m_LastTimeCpBroadcasted

◆ m_LastTuneZoneTick

int CCharacter::m_LastTuneZoneTick
private

◆ m_LastWeapon

int CCharacter::m_LastWeapon
private

◆ m_LastWeaponSwitchTick

int CCharacter::m_LastWeaponSwitchTick
private

◆ m_LatestInput

CNetObj_PlayerInput CCharacter::m_LatestInput
private

◆ m_LatestPrevInput

CNetObj_PlayerInput CCharacter::m_LatestPrevInput
private

◆ m_LatestPrevPrevInput

CNetObj_PlayerInput CCharacter::m_LatestPrevPrevInput
private

◆ m_MoveRestrictions

int CCharacter::m_MoveRestrictions
private

◆ m_NeededFaketuning

int CCharacter::m_NeededFaketuning
private

◆ m_NinjaJetpack

bool CCharacter::m_NinjaJetpack

◆ m_NumInputs

int CCharacter::m_NumInputs
private

◆ m_NumObjectsHit

int CCharacter::m_NumObjectsHit
private

◆ m_PainSoundTimer

int CCharacter::m_PainSoundTimer

◆ m_Paused

bool CCharacter::m_Paused
private

◆ m_PausedTick

int CCharacter::m_PausedTick
private

◆ m_pPlayer

class CPlayer* CCharacter::m_pPlayer
private

◆ m_PrevInput

CNetObj_PlayerInput CCharacter::m_PrevInput
private

◆ m_PrevPos

vec2 CCharacter::m_PrevPos

◆ m_PrevPrevPos

vec2 CCharacter::m_PrevPrevPos

◆ m_pTeams

CGameTeams* CCharacter::m_pTeams = nullptr
private

◆ m_QueuedWeapon

int CCharacter::m_QueuedWeapon
private

◆ m_ReckoningCore

CCharacterCore CCharacter::m_ReckoningCore
private

◆ m_ReckoningTick

int CCharacter::m_ReckoningTick
private

◆ m_ReloadTimer

int CCharacter::m_ReloadTimer
private

◆ m_RescueTee

CSaveTee CCharacter::m_RescueTee[NUM_RESCUEMODES]
private

◆ m_SavedInput

CNetObj_PlayerInput CCharacter::m_SavedInput
private

◆ m_SendCore

CCharacterCore CCharacter::m_SendCore
private

◆ m_SetSavePos

bool CCharacter::m_SetSavePos[NUM_RESCUEMODES]
private

◆ m_SpawnTick

int CCharacter::m_SpawnTick

◆ m_StartTime

int CCharacter::m_StartTime

◆ m_StrongWeakId

int CCharacter::m_StrongWeakId
private

◆ m_TeamBeforeSuper

int CCharacter::m_TeamBeforeSuper

◆ m_TeleCheckpoint

int CCharacter::m_TeleCheckpoint

◆ m_TeleGunPos

vec2 CCharacter::m_TeleGunPos

◆ m_TeleGunTeleport

bool CCharacter::m_TeleGunTeleport

◆ m_TileFIndex

int CCharacter::m_TileFIndex

◆ m_TileIndex

int CCharacter::m_TileIndex

◆ m_Time

float CCharacter::m_Time
private

◆ m_TimeCpBroadcastEndTick

int CCharacter::m_TimeCpBroadcastEndTick

◆ m_TriggeredEvents7

int CCharacter::m_TriggeredEvents7
private

◆ m_TuneZone

int CCharacter::m_TuneZone
private

◆ m_TuneZoneOld

int CCharacter::m_TuneZoneOld

◆ m_TuneZoneOverride

int CCharacter::m_TuneZoneOverride
private

◆ m_WeaponChangeTick

int CCharacter::m_WeaponChangeTick

The documentation for this class was generated from the following files: