#include <door.h>
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| | CDoor (CGameWorld *pGameWorld, int Id, const CLaserData *pData) |
| void | ResetCollision () |
| bool | Match (const CDoor *pDoor) const |
| void | Read (const CLaserData *pData) |
| void | Destroy () override |
| | CDoor (CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, int Number) |
| void | Reset () override |
| void | Snap (int SnappingClient) override |
| int | GetId () const |
| | CEntity (CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0) |
| virtual | ~CEntity () |
| std::vector< SSwitchers > & | Switchers () |
| CGameWorld * | GameWorld () |
| CTuningParams * | GlobalTuning () |
| CTuningParams * | TuningList () |
| CTuningParams * | GetTuning (int i) |
| class CCollision * | Collision () |
| CEntity * | TypeNext () |
| CEntity * | TypePrev () |
| const vec2 & | GetPos () const |
| float | GetProximityRadius () const |
| virtual bool | CanCollide (int ClientId) |
| virtual void | PreTick () |
| virtual void | Tick () |
| virtual void | TickDeferred () |
| bool | GameLayerClipped (vec2 CheckPos) |
| CEntity * | NextEntity () |
| 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 () |
| CGameWorld * | GameWorld () |
| CTuningParams * | GlobalTuning () |
| CTuningParams * | TuningList () |
| CTuningParams * | GetTuning (int i) |
| class CConfig * | Config () |
| class CGameContext * | GameServer () |
| class IServer * | Server () |
| CCollision * | Collision () |
| CEntity * | TypeNext () |
| CEntity * | TypePrev () |
| const vec2 & | GetPos () const |
| float | GetProximityRadius () const |
| virtual void | Tick () |
| virtual void | TickDeferred () |
| virtual void | TickPaused () |
| 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) |
| virtual bool | CanCollide (int ClientId) |
| bool | GetNearestAirPos (vec2 Pos, vec2 PrevPos, vec2 *pOutPos) |
| bool | GetNearestAirPosPlayer (vec2 PlayerPos, vec2 *pOutPos) |
◆ CDoor() [1/2]
◆ CDoor() [2/2]
| CDoor::CDoor |
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CGameWorld * | pGameWorld, |
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vec2 | Pos, |
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float | Rotation, |
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int | Length, |
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int | Number ) |
◆ Destroy()
◆ Match()
| bool CDoor::Match |
( |
const CDoor * | pDoor | ) |
const |
◆ Read()
◆ Reset()
◆ ResetCollision() [1/2]
| void CDoor::ResetCollision |
( |
| ) |
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◆ ResetCollision() [2/2]
| void CDoor::ResetCollision |
( |
| ) |
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private |
◆ Snap()
| void CDoor::Snap |
( |
int | SnappingClient | ) |
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overridevirtual |
◆ m_Active
◆ m_Direction
◆ m_Length
◆ m_To
The documentation for this class was generated from the following files:
- src/game/client/prediction/entities/door.h
- src/game/server/entities/door.h
- src/game/client/prediction/entities/door.cpp
- src/game/server/entities/door.cpp