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| CGun (CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer=0, int Number=0) |
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void | Reset () override |
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void | Tick () override |
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void | Snap (int SnappingClient) override |
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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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Turrets (also referred to as Gun) fire plasma bullets at the nearest player
A turret fires plasma bullets with a certain firing rate (sv_plasma_per_sec) at the closest player of a team for whom the following criteria are met:
- The player is within the turret range (sv_plasma_range)
- The player is not a super player
- The turret is activated
- The initial trajectory of the plasma bullet to be generated would not be stopped by any solid block With the exception of solo players, for whom plasma bullets will always be fired, regardless of the rest of the team, if the above criteria are met. Solo players do not affect the generation of plasma bullets for the rest of the team. The shooting rate of sv_plasma_per_sec is independent for each team and solo player and starts with the first tick when a target player is selected.