DDraceNetwork Docs
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#include <gun.h>
Public Member Functions | |
CGun (CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer=0, int Number=0) | |
void | Reset () override |
void | Tick () override |
void | Snap (int SnappingClient) override |
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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 * | Tuning () |
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) |
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 * | Tuning () |
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 | 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) |
virtual bool | CanCollide (int ClientId) |
bool | GetNearestAirPos (vec2 Pos, vec2 PrevPos, vec2 *pOutPos) |
bool | GetNearestAirPosPlayer (vec2 PlayerPos, vec2 *pOutPos) |
Private Member Functions | |
void | Fire () |
Private Attributes | |
vec2 | m_Core |
bool | m_Freeze |
bool | m_Explosive |
int | m_EvalTick |
int | m_aLastFireTeam [MAX_CLIENTS] |
int | m_aLastFireSolo [MAX_CLIENTS] |
Additional Inherited Members | |
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float | m_ProximityRadius |
vec2 | m_Pos |
int | m_Number |
int | m_Layer |
int | m_SnapTicks |
int | m_DestroyTick |
int | m_LastRenderTick |
CEntity * | m_pParent |
CEntity * | m_pChild |
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CGameWorld * | m_pGameWorld |
bool | m_MarkedForDestroy |
int | m_Id |
int | m_ObjType |
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:
CGun::CGun | ( | CGameWorld * | pGameWorld, |
vec2 | Pos, | ||
bool | Freeze, | ||
bool | Explosive, | ||
int | Layer = 0 , |
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int | Number = 0 |
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Reimplemented from CEntity.
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Reimplemented from CEntity.
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overridevirtual |
Reimplemented from CEntity.
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