DDraceNetwork Docs
CEntity Class Reference

#include <entity.h>

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

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

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
 

Protected Attributes

CGameWorldm_pGameWorld
 
bool m_MarkedForDestroy
 
int m_Id
 
int m_ObjType
 

Private Attributes

friend CGameWorld
 
CEntitym_pPrevTypeEntity
 
CEntitym_pNextTypeEntity
 
CCollisionm_pCCollision
 

Constructor & Destructor Documentation

◆ CEntity() [1/3]

CEntity::CEntity ( CGameWorld pGameWorld,
int  Objtype,
vec2  Pos = vec2(0, 0),
int  ProximityRadius = 0 
)

◆ ~CEntity() [1/2]

CEntity::~CEntity ( )
virtual

◆ CEntity() [2/3]

CEntity::CEntity ( )
inline

◆ CEntity() [3/3]

CEntity::CEntity ( CGameWorld pGameWorld,
int  Objtype,
vec2  Pos = vec2(0, 0),
int  ProximityRadius = 0 
)

◆ ~CEntity() [2/2]

virtual CEntity::~CEntity ( )
virtual

Member Function Documentation

◆ BlocksSave()

virtual ESaveResult CEntity::BlocksSave ( int  ClientId)
inlinevirtual

Reimplemented in CDraggerBeam.

◆ Collision() [1/2]

class CCollision * CEntity::Collision ( )
inline

◆ Collision() [2/2]

CCollision * CEntity::Collision ( )
inline

◆ Config()

class CConfig * CEntity::Config ( )
inline

◆ Destroy() [1/2]

void CEntity::Destroy ( )
inline

◆ Destroy() [2/2]

virtual void CEntity::Destroy ( )
inlinevirtual

Reimplemented in CCharacter.

◆ GameLayerClipped() [1/2]

bool CEntity::GameLayerClipped ( vec2  CheckPos)

◆ GameLayerClipped() [2/2]

bool CEntity::GameLayerClipped ( vec2  CheckPos)

◆ GameServer()

class CGameContext * CEntity::GameServer ( )
inline

◆ GameWorld() [1/2]

CGameWorld * CEntity::GameWorld ( )
inline

◆ GameWorld() [2/2]

CGameWorld * CEntity::GameWorld ( )
inline

◆ GetId() [1/2]

int CEntity::GetId ( ) const
inline

◆ GetId() [2/2]

int CEntity::GetId ( ) const
inline

◆ GetNearestAirPos()

bool CEntity::GetNearestAirPos ( vec2  Pos,
vec2  PrevPos,
vec2 pOutPos 
)

◆ GetNearestAirPosPlayer()

bool CEntity::GetNearestAirPosPlayer ( vec2  PlayerPos,
vec2 pOutPos 
)

◆ GetOwnerId()

virtual int CEntity::GetOwnerId ( ) const
inlinevirtual

Reimplemented in CLaser, and CProjectile.

◆ GetPos() [1/2]

const vec2 & CEntity::GetPos ( ) const
inline

◆ GetPos() [2/2]

const vec2 & CEntity::GetPos ( ) const
inline

◆ GetProximityRadius() [1/2]

float CEntity::GetProximityRadius ( ) const
inline

◆ GetProximityRadius() [2/2]

float CEntity::GetProximityRadius ( ) const
inline

◆ GetTuning() [1/2]

CTuningParams * CEntity::GetTuning ( int  i)
inline

◆ GetTuning() [2/2]

CTuningParams * CEntity::GetTuning ( int  i)
inline

◆ Keep()

void CEntity::Keep ( )
inline

◆ NetworkClipped() [1/2]

bool CEntity::NetworkClipped ( int  SnappingClient) const

◆ NetworkClipped() [2/2]

bool CEntity::NetworkClipped ( int  SnappingClient,
vec2  CheckPos 
) const

◆ NetworkClippedLine()

bool CEntity::NetworkClippedLine ( int  SnappingClient,
vec2  StartPos,
vec2  EndPos 
) const

◆ NextEntity()

CEntity * CEntity::NextEntity ( )
inline

◆ PostSnap()

virtual void CEntity::PostSnap ( )
inlinevirtual

Reimplemented in CCharacter.

◆ PreTick()

virtual void CEntity::PreTick ( )
inlinevirtual

Reimplemented in CCharacter, and CCharacter.

◆ Reset()

virtual void CEntity::Reset ( )
inlinevirtual

◆ Server()

class IServer * CEntity::Server ( )
inline

◆ Snap()

virtual void CEntity::Snap ( int  SnappingClient)
inlinevirtual

◆ SwapClients()

virtual void CEntity::SwapClients ( int  Client1,
int  Client2 
)
inlinevirtual

◆ Switchers() [1/2]

std::vector< SSwitchers > & CEntity::Switchers ( )
inline

◆ Switchers() [2/2]

std::vector< SSwitchers > & CEntity::Switchers ( )
inline

◆ Tick() [1/2]

virtual void CEntity::Tick ( )
inlinevirtual

◆ Tick() [2/2]

virtual void CEntity::Tick ( )
inlinevirtual

◆ TickDeferred() [1/2]

virtual void CEntity::TickDeferred ( )
inlinevirtual

Reimplemented in CCharacter, and CCharacter.

◆ TickDeferred() [2/2]

virtual void CEntity::TickDeferred ( )
inlinevirtual

Reimplemented in CCharacter, and CCharacter.

◆ TickPaused()

virtual void CEntity::TickPaused ( )
inlinevirtual

Reimplemented in CCharacter, CLaser, CPickup, and CProjectile.

◆ Tuning() [1/2]

CTuningParams * CEntity::Tuning ( )
inline

◆ Tuning() [2/2]

CTuningParams * CEntity::Tuning ( )
inline

◆ TuningList() [1/2]

CTuningParams * CEntity::TuningList ( )
inline

◆ TuningList() [2/2]

CTuningParams * CEntity::TuningList ( )
inline

◆ TypeNext() [1/2]

CEntity * CEntity::TypeNext ( )
inline

◆ TypeNext() [2/2]

CEntity * CEntity::TypeNext ( )
inline

◆ TypePrev() [1/2]

CEntity * CEntity::TypePrev ( )
inline

◆ TypePrev() [2/2]

CEntity * CEntity::TypePrev ( )
inline

Member Data Documentation

◆ CGameWorld

CGameWorld
private

◆ m_DestroyTick

int CEntity::m_DestroyTick

◆ m_Id

int CEntity::m_Id
protected

◆ m_LastRenderTick

int CEntity::m_LastRenderTick

◆ m_Layer

int CEntity::m_Layer

◆ m_MarkedForDestroy

bool CEntity::m_MarkedForDestroy
protected

◆ m_Number

int CEntity::m_Number

◆ m_ObjType

int CEntity::m_ObjType
protected

◆ m_pCCollision

CCollision* CEntity::m_pCCollision
private

◆ m_pChild

CEntity* CEntity::m_pChild

◆ m_pGameWorld

CGameWorld * CEntity::m_pGameWorld
protected

◆ m_pNextTypeEntity

CEntity * CEntity::m_pNextTypeEntity
private

◆ m_Pos

vec2 CEntity::m_Pos

◆ m_pParent

CEntity* CEntity::m_pParent

◆ m_pPrevTypeEntity

CEntity * CEntity::m_pPrevTypeEntity
private

◆ m_ProximityRadius

float CEntity::m_ProximityRadius

◆ m_SnapTicks

int CEntity::m_SnapTicks

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