#include <entity.h>
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int | GetId () const |
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| CEntity (CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0) |
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virtual | ~CEntity () |
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std::vector< SSwitchers > & | Switchers () |
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CGameWorld * | GameWorld () |
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CTuningParams * | Tuning () |
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CTuningParams * | TuningList () |
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CTuningParams * | GetTuning (int i) |
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class CCollision * | Collision () |
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CEntity * | TypeNext () |
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CEntity * | TypePrev () |
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const vec2 & | GetPos () const |
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float | GetProximityRadius () const |
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void | Destroy () |
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virtual void | PreTick () |
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virtual void | Tick () |
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virtual void | TickDeferred () |
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bool | GameLayerClipped (vec2 CheckPos) |
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CEntity * | NextEntity () |
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void | Keep () |
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| CEntity () |
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int | GetId () const |
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| CEntity (CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0) |
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virtual | ~CEntity () |
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std::vector< SSwitchers > & | Switchers () |
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CGameWorld * | GameWorld () |
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CTuningParams * | Tuning () |
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CTuningParams * | TuningList () |
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CTuningParams * | GetTuning (int i) |
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class CConfig * | Config () |
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class CGameContext * | GameServer () |
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class IServer * | Server () |
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CCollision * | Collision () |
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CEntity * | TypeNext () |
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CEntity * | TypePrev () |
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const vec2 & | GetPos () const |
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float | GetProximityRadius () const |
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virtual void | Destroy () |
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virtual void | Reset () |
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virtual void | Tick () |
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virtual void | TickDeferred () |
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virtual void | TickPaused () |
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virtual void | Snap (int SnappingClient) |
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virtual void | PostSnap () |
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virtual void | SwapClients (int Client1, int Client2) |
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virtual ESaveResult | BlocksSave (int ClientId) |
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virtual int | GetOwnerId () const |
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bool | NetworkClipped (int SnappingClient) const |
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bool | NetworkClipped (int SnappingClient, vec2 CheckPos) const |
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bool | NetworkClippedLine (int SnappingClient, vec2 StartPos, vec2 EndPos) const |
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bool | GameLayerClipped (vec2 CheckPos) |
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bool | GetNearestAirPos (vec2 Pos, vec2 PrevPos, vec2 *pOutPos) |
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bool | GetNearestAirPosPlayer (vec2 PlayerPos, vec2 *pOutPos) |
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◆ CEntity() [1/3]
CEntity::CEntity |
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CGameWorld * |
pGameWorld, |
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int |
Objtype, |
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vec2 |
Pos = vec2(0, 0) , |
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int |
ProximityRadius = 0 |
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) |
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◆ ~CEntity() [1/2]
◆ CEntity() [2/3]
◆ CEntity() [3/3]
CEntity::CEntity |
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CGameWorld * |
pGameWorld, |
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int |
Objtype, |
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vec2 |
Pos = vec2(0, 0) , |
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int |
ProximityRadius = 0 |
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) |
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◆ ~CEntity() [2/2]
virtual CEntity::~CEntity |
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virtual |
◆ BlocksSave()
virtual ESaveResult CEntity::BlocksSave |
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int |
ClientId | ) |
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inlinevirtual |
◆ Collision() [1/2]
◆ Collision() [2/2]
◆ Config()
class CConfig * CEntity::Config |
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inline |
◆ Destroy() [1/2]
void CEntity::Destroy |
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inline |
◆ Destroy() [2/2]
virtual void CEntity::Destroy |
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inlinevirtual |
◆ GameLayerClipped() [1/2]
bool CEntity::GameLayerClipped |
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vec2 |
CheckPos | ) |
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◆ GameLayerClipped() [2/2]
bool CEntity::GameLayerClipped |
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vec2 |
CheckPos | ) |
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◆ GameServer()
◆ GameWorld() [1/2]
◆ GameWorld() [2/2]
◆ GetId() [1/2]
int CEntity::GetId |
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const |
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inline |
◆ GetId() [2/2]
int CEntity::GetId |
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const |
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inline |
◆ GetNearestAirPos()
bool CEntity::GetNearestAirPos |
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vec2 |
Pos, |
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vec2 |
PrevPos, |
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vec2 * |
pOutPos |
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) |
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◆ GetNearestAirPosPlayer()
bool CEntity::GetNearestAirPosPlayer |
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vec2 |
PlayerPos, |
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vec2 * |
pOutPos |
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) |
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◆ GetOwnerId()
virtual int CEntity::GetOwnerId |
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const |
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inlinevirtual |
◆ GetPos() [1/2]
const vec2 & CEntity::GetPos |
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const |
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inline |
◆ GetPos() [2/2]
const vec2 & CEntity::GetPos |
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const |
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inline |
◆ GetProximityRadius() [1/2]
float CEntity::GetProximityRadius |
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const |
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inline |
◆ GetProximityRadius() [2/2]
float CEntity::GetProximityRadius |
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const |
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inline |
◆ GetTuning() [1/2]
◆ GetTuning() [2/2]
◆ Keep()
◆ NetworkClipped() [1/2]
bool CEntity::NetworkClipped |
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int |
SnappingClient | ) |
const |
◆ NetworkClipped() [2/2]
bool CEntity::NetworkClipped |
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int |
SnappingClient, |
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vec2 |
CheckPos |
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◆ NetworkClippedLine()
bool CEntity::NetworkClippedLine |
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int |
SnappingClient, |
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vec2 |
StartPos, |
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vec2 |
EndPos |
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◆ NextEntity()
◆ PostSnap()
virtual void CEntity::PostSnap |
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inlinevirtual |
◆ PreTick()
virtual void CEntity::PreTick |
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inlinevirtual |
◆ Reset()
virtual void CEntity::Reset |
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inlinevirtual |
◆ Server()
class IServer * CEntity::Server |
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inline |
◆ Snap()
virtual void CEntity::Snap |
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int |
SnappingClient | ) |
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inlinevirtual |
◆ SwapClients()
virtual void CEntity::SwapClients |
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int |
Client1, |
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int |
Client2 |
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) |
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inlinevirtual |
◆ Switchers() [1/2]
std::vector< SSwitchers > & CEntity::Switchers |
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inline |
◆ Switchers() [2/2]
std::vector< SSwitchers > & CEntity::Switchers |
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inline |
◆ Tick() [1/2]
virtual void CEntity::Tick |
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inlinevirtual |
Reimplemented in CCharacter, CDragger, CLaser, CPickup, CProjectile, CCharacter, CDragger, CDraggerBeam, CGun, CLaser, CLight, CPickup, CPlasma, and CProjectile.
◆ Tick() [2/2]
virtual void CEntity::Tick |
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inlinevirtual |
Reimplemented in CCharacter, CDragger, CLaser, CPickup, CProjectile, CCharacter, CDragger, CDraggerBeam, CGun, CLaser, CLight, CPickup, CPlasma, and CProjectile.
◆ TickDeferred() [1/2]
virtual void CEntity::TickDeferred |
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inlinevirtual |
◆ TickDeferred() [2/2]
virtual void CEntity::TickDeferred |
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inlinevirtual |
◆ TickPaused()
virtual void CEntity::TickPaused |
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inlinevirtual |
◆ Tuning() [1/2]
◆ Tuning() [2/2]
◆ TuningList() [1/2]
◆ TuningList() [2/2]
◆ TypeNext() [1/2]
◆ TypeNext() [2/2]
◆ TypePrev() [1/2]
◆ TypePrev() [2/2]
◆ CGameWorld
◆ m_DestroyTick
int CEntity::m_DestroyTick |
◆ m_Id
◆ m_LastRenderTick
int CEntity::m_LastRenderTick |
◆ m_Layer
◆ m_MarkedForDestroy
bool CEntity::m_MarkedForDestroy |
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protected |
◆ m_Number
◆ m_ObjType
◆ m_pCCollision
◆ m_pChild
◆ m_pGameWorld
◆ m_pNextTypeEntity
CEntity * CEntity::m_pNextTypeEntity |
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private |
◆ m_Pos
◆ m_pParent
◆ m_pPrevTypeEntity
CEntity * CEntity::m_pPrevTypeEntity |
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private |
◆ m_ProximityRadius
float CEntity::m_ProximityRadius |
◆ m_SnapTicks
The documentation for this class was generated from the following files: