#include <entity.h>
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| 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 | Destroy () |
| 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 | Destroy () |
| virtual void | Reset () |
| virtual void | Tick () |
| virtual void | TickDeferred () |
| virtual void | TickPaused () |
| virtual void | Snap (int SnappingClient) |
| 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) |
◆ CEntity() [1/3]
| CEntity::CEntity |
( |
CGameWorld * | pGameWorld, |
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int | Objtype, |
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vec2 | Pos = vec2(0, 0), |
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int | ProximityRadius = 0 ) |
◆ ~CEntity() [1/2]
◆ CEntity() [2/3]
◆ CEntity() [3/3]
| CEntity::CEntity |
( |
CGameWorld * | pGameWorld, |
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int | Objtype, |
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vec2 | Pos = vec2(0, 0), |
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int | ProximityRadius = 0 ) |
◆ ~CEntity() [2/2]
| virtual CEntity::~CEntity |
( |
| ) |
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virtual |
◆ BlocksSave()
| virtual ESaveResult CEntity::BlocksSave |
( |
int | ClientId | ) |
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inlinevirtual |
◆ CanCollide() [1/2]
| virtual bool CEntity::CanCollide |
( |
int | ClientId | ) |
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inlinevirtual |
◆ CanCollide() [2/2]
| virtual bool CEntity::CanCollide |
( |
int | ClientId | ) |
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inlinevirtual |
◆ Collision() [1/2]
◆ Collision() [2/2]
◆ Config()
| class CConfig * CEntity::Config |
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| ) |
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inline |
◆ Destroy() [1/2]
| virtual void CEntity::Destroy |
( |
| ) |
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inlinevirtual |
◆ Destroy() [2/2]
| virtual void CEntity::Destroy |
( |
| ) |
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inlinevirtual |
◆ GameLayerClipped() [1/2]
| bool CEntity::GameLayerClipped |
( |
vec2 | CheckPos | ) |
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◆ GameLayerClipped() [2/2]
| bool CEntity::GameLayerClipped |
( |
vec2 | CheckPos | ) |
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◆ GameServer()
◆ GameWorld() [1/2]
◆ GameWorld() [2/2]
◆ GetId() [1/2]
| int CEntity::GetId |
( |
| ) |
const |
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inline |
◆ GetId() [2/2]
| int CEntity::GetId |
( |
| ) |
const |
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inline |
◆ GetNearestAirPos()
| bool CEntity::GetNearestAirPos |
( |
vec2 | Pos, |
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vec2 | PrevPos, |
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vec2 * | pOutPos ) |
◆ GetNearestAirPosPlayer()
| bool CEntity::GetNearestAirPosPlayer |
( |
vec2 | PlayerPos, |
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vec2 * | pOutPos ) |
◆ GetOwnerId()
| virtual int CEntity::GetOwnerId |
( |
| ) |
const |
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inlinevirtual |
◆ GetPos() [1/2]
| const vec2 & CEntity::GetPos |
( |
| ) |
const |
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inline |
◆ GetPos() [2/2]
| const vec2 & CEntity::GetPos |
( |
| ) |
const |
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inline |
◆ GetProximityRadius() [1/2]
| float CEntity::GetProximityRadius |
( |
| ) |
const |
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inline |
◆ GetProximityRadius() [2/2]
| float CEntity::GetProximityRadius |
( |
| ) |
const |
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inline |
◆ GetTuning() [1/2]
◆ GetTuning() [2/2]
◆ GlobalTuning() [1/2]
◆ GlobalTuning() [2/2]
◆ Keep()
◆ NetworkClipped() [1/2]
| bool CEntity::NetworkClipped |
( |
int | SnappingClient | ) |
const |
◆ NetworkClipped() [2/2]
| bool CEntity::NetworkClipped |
( |
int | SnappingClient, |
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vec2 | CheckPos ) const |
◆ NetworkClippedLine()
| bool CEntity::NetworkClippedLine |
( |
int | SnappingClient, |
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vec2 | StartPos, |
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vec2 | EndPos ) const |
◆ NextEntity()
◆ PreTick()
| virtual void CEntity::PreTick |
( |
| ) |
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inlinevirtual |
◆ Reset()
| virtual void CEntity::Reset |
( |
| ) |
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inlinevirtual |
Reimplemented in CCharacter, CDoor, CDragger, CDraggerBeam, CGun, CLaser, CLight, CPickup, CPlasma, CPlasma, and CProjectile.
◆ Server()
| class IServer * CEntity::Server |
( |
| ) |
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inline |
◆ Snap()
| virtual void CEntity::Snap |
( |
int | SnappingClient | ) |
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inlinevirtual |
◆ SwapClients()
| virtual void CEntity::SwapClients |
( |
int | Client1, |
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int | Client2 ) |
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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, CCharacter, CDragger, CDragger, CDraggerBeam, CGun, CLaser, CLaser, CLight, CPickup, CPickup, CPlasma, CPlasma, CProjectile, and CProjectile.
◆ Tick() [2/2]
| virtual void CEntity::Tick |
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| ) |
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inlinevirtual |
Reimplemented in CCharacter, CCharacter, CDragger, CDragger, CDraggerBeam, CGun, CLaser, CLaser, CLight, CPickup, CPickup, CPlasma, CPlasma, CProjectile, and CProjectile.
◆ TickDeferred() [1/2]
| virtual void CEntity::TickDeferred |
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| ) |
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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 |
◆ 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: