DDraceNetwork Documentation
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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 ()
CTuningParamsGlobalTuning ()
CTuningParamsTuningList ()
CTuningParamsGetTuning (int i)
class CCollisionCollision ()
CEntityTypeNext ()
CEntityTypePrev ()
const vec2GetPos () 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)
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 ()
CTuningParamsGlobalTuning ()
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 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)

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.

◆ CanCollide() [1/2]

virtual bool CEntity::CanCollide ( int ClientId)
inlinevirtual

Reimplemented in CCharacter, CCharacter, and CProjectile.

◆ CanCollide() [2/2]

virtual bool CEntity::CanCollide ( int ClientId)
inlinevirtual

Reimplemented in CCharacter, CCharacter, and CProjectile.

◆ Collision() [1/2]

class CCollision * CEntity::Collision ( )
inline

◆ Collision() [2/2]

CCollision * CEntity::Collision ( )
inline

◆ Config()

class CConfig * CEntity::Config ( )
inline

◆ Destroy() [1/2]

virtual void CEntity::Destroy ( )
inlinevirtual

Reimplemented in CCharacter, and CDoor.

◆ Destroy() [2/2]

virtual void CEntity::Destroy ( )
inlinevirtual

Reimplemented in CCharacter, and CDoor.

◆ 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

◆ GlobalTuning() [1/2]

CTuningParams * CEntity::GlobalTuning ( )
inline

◆ GlobalTuning() [2/2]

CTuningParams * CEntity::GlobalTuning ( )
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

◆ 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.

◆ 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: