DDraceNetwork Docs
CCharacter Class Reference

#include <character.h>

Inheritance diagram for CCharacter:
[legend]
Collaboration diagram for CCharacter:
[legend]

Public Member Functions

 ~CCharacter ()
 
void PreTick () override
 
void Tick () override
 
void TickDeferred () override
 
bool IsGrounded ()
 
void SetWeapon (int W)
 
void SetSolo (bool Solo)
 
void SetSuper (bool Super)
 
void HandleWeaponSwitch ()
 
void DoWeaponSwitch ()
 
void HandleWeapons ()
 
void HandleNinja ()
 
void HandleJetpack ()
 
void OnPredictedInput (CNetObj_PlayerInput *pNewInput)
 
void OnDirectInput (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)
 
bool SameTeam (int ClientId)
 
int GetLastWeapon ()
 
void SetLastWeapon (int LastWeap)
 
int GetActiveWeapon ()
 
void SetActiveWeapon (int ActiveWeap)
 
CCharacterCore GetCore ()
 
void SetCore (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 ()
 
int GetAttackTick ()
 
int GetStrongWeakId ()
 
 CCharacter (CGameWorld *pGameWorld, int Id, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended=0)
 
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)
 
bool HammerHitDisabled ()
 
bool ShotgunHitDisabled ()
 
bool LaserHitDisabled ()
 
bool GrenadeHitDisabled ()
 
bool IsSuper ()
 
 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 PostSnap () override
 
void SwapClients (int Client1, int Client2) override
 
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 SetLiveFrozen (bool Active)
 
void SetDeepFrozen (bool Active)
 
void HandleWeaponSwitch ()
 
void DoWeaponSwitch ()
 
void HandleWeapons ()
 
void HandleNinja ()
 
void HandleJetpack ()
 
void OnPredictedInput (CNetObj_PlayerInput *pNewInput)
 
void OnDirectInput (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)
 
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)
 
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)
 
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 (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
 
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 ()
 
CTuningParamsTuning ()
 
CTuningParamsTuningList ()
 
CTuningParamsGetTuning (int i)
 
class CCollisionCollision ()
 
CEntityTypeNext ()
 
CEntityTypePrev ()
 
const vec2GetPos () const
 
float GetProximityRadius () const
 
void Destroy ()
 
virtual void PreTick ()
 
virtual void Tick ()
 
virtual void TickDeferred ()
 
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 ()
 
CTuningParamsTuning ()
 
CTuningParamsTuningList ()
 
CTuningParamsGetTuning (int i)
 
class CConfigConfig ()
 
class CGameContextGameServer ()
 
class IServerServer ()
 
CCollisionCollision ()
 
CEntityTypeNext ()
 
CEntityTypePrev ()
 
const vec2GetPos () const
 
float GetProximityRadius () const
 
virtual void Destroy ()
 
virtual void Reset ()
 
virtual void Tick ()
 
virtual void TickDeferred ()
 
virtual void TickPaused ()
 
virtual void Snap (int SnappingClient)
 
virtual void PostSnap ()
 
virtual void SwapClients (int Client1, int Client2)
 
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
 
int m_TuneZone
 
vec2 m_PrevPos
 
vec2 m_PrevPrevPos
 
int m_TeleCheckpoint
 
int m_TileIndex
 
int m_TileFIndex
 
bool m_LastRefillJumps
 
int m_LastSnapWeapon
 
int m_LastJetpackStrength
 
bool m_KeepHooked
 
int m_GameTeam
 
bool m_CanMoveInFreeze
 
int m_DDRaceState
 
int m_TeamBeforeSuper
 
bool m_FreezeHammer
 
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 ()
 
CTuningParamsCharacterTuning ()
 
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 [10]
 
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
 
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
 
CEntitym_apHitObjects [10]
 
int m_DamageTaken
 
int m_EmoteType
 
int m_EmoteStop
 
int m_LastAction
 
int m_LastNoAmmoSound
 
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
 

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 ( )

◆ CCharacter() [1/2]

CCharacter::CCharacter ( CGameWorld pGameWorld,
int  Id,
CNetObj_Character pChar,
CNetObj_DDNetCharacter pExtended = 0 
)

◆ 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 ( )

◆ CanCollide() [1/2]

bool CCharacter::CanCollide ( int  ClientId)

◆ CanCollide() [2/2]

bool CCharacter::CanCollide ( int  ClientId)

◆ CanSnapCharacter()

bool CCharacter::CanSnapCharacter ( int  SnappingClient)

◆ CharacterTuning()

CTuningParams * CCharacter::CharacterTuning ( )
private

◆ 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.

◆ 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 ( )
inline

◆ GetActiveWeapon() [2/2]

int CCharacter::GetActiveWeapon ( ) const
inline

◆ GetArmor()

int CCharacter::GetArmor ( ) const
inline

◆ GetAttackTick()

int CCharacter::GetAttackTick ( )
inline

◆ GetCid()

int CCharacter::GetCid ( )
inline

◆ GetCore() [1/2]

CCharacterCore CCharacter::GetCore ( )
inline

◆ GetCore() [2/2]

CCharacterCore CCharacter::GetCore ( )
inline

◆ GetJumped()

int CCharacter::GetJumped ( )
inline

◆ GetLastAction()

int CCharacter::GetLastAction ( ) const
inline

◆ GetLastRescueTeeRef()

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

◆ GetLastWeapon() [1/2]

int CCharacter::GetLastWeapon ( )
inline

◆ GetLastWeapon() [2/2]

int CCharacter::GetLastWeapon ( ) const
inline

◆ GetPlayer()

class CPlayer * CCharacter::GetPlayer ( )
inline

◆ GetStrongWeakId()

int CCharacter::GetStrongWeakId ( )
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 ( )
inline

◆ GrenadeHitDisabled() [2/2]

bool CCharacter::GrenadeHitDisabled ( ) const
inline

◆ HammerHitDisabled() [1/2]

bool CCharacter::HammerHitDisabled ( )
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 ( )
inline

◆ IsSuper() [2/2]

bool CCharacter::IsSuper ( ) const
inline

◆ IsSwitchActiveCb() [1/2]

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

◆ IsSwitchActiveCb() [2/2]

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

◆ LaserHitDisabled() [1/2]

bool CCharacter::LaserHitDisabled ( )
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 ( CNetObj_PlayerInput pNewInput)

◆ OnDirectInput() [2/2]

void CCharacter::OnDirectInput ( CNetObj_PlayerInput pNewInput)

◆ OnPredictedInput() [1/2]

void CCharacter::OnPredictedInput ( CNetObj_PlayerInput pNewInput)

◆ OnPredictedInput() [2/2]

void CCharacter::OnPredictedInput ( CNetObj_PlayerInput pNewInput)

◆ Pause()

void CCharacter::Pause ( bool  Pause)

◆ PostSnap()

void CCharacter::PostSnap ( )
overridevirtual

Reimplemented from CEntity.

◆ 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)

◆ SendZoneMsgs()

void CCharacter::SendZoneMsgs ( )
private

◆ SetActiveWeapon() [1/2]

void CCharacter::SetActiveWeapon ( int  ActiveWeap)

◆ SetActiveWeapon() [2/2]

void CCharacter::SetActiveWeapon ( int  ActiveWeap)
inline

◆ SetArmor()

void CCharacter::SetArmor ( int  Armor)
inline

◆ SetCore() [1/2]

void CCharacter::SetCore ( CCharacterCore  Core)
inline

◆ SetCore() [2/2]

void CCharacter::SetCore ( 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)

◆ 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)

◆ 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)

◆ 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  W)

◆ 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 ( )
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 ( )

Friends And Related Function Documentation

◆ CGameWorld

friend class CGameWorld
friend

◆ CSaveTee

friend class CSaveTee
friend

Member Data Documentation

◆ m_aCurrentTimeCp

float CCharacter::m_aCurrentTimeCp[MAX_CHECKPOINTS]

◆ m_aHitObjects

int CCharacter::m_aHitObjects[10]
private

◆ m_Alive

bool CCharacter::m_Alive
private

◆ m_apHitObjects

CEntity* CCharacter::m_apHitObjects[10]
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

int CCharacter::m_DDRaceState

◆ m_EmoteStop

int CCharacter::m_EmoteStop
private

◆ m_EmoteType

int CCharacter::m_EmoteType
private

◆ m_FreezeHammer

bool CCharacter::m_FreezeHammer

◆ 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_LastJetpackStrength

int CCharacter::m_LastJetpackStrength

◆ m_LastMove

int CCharacter::m_LastMove

◆ m_LastNoAmmoSound

int CCharacter::m_LastNoAmmoSound
private

◆ 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

◆ m_TuneZoneOld

int CCharacter::m_TuneZoneOld

◆ m_WeaponChangeTick

int CCharacter::m_WeaponChangeTick

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