DDraceNetwork Documentation
Loading...
Searching...
No Matches
CLight Class Reference

#include <light.h>

Inheritance diagram for CLight:
[legend]
Collaboration diagram for CLight:
[legend]

Public Member Functions

 CLight (CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, int Layer=0, int Number=0)
void Reset () override
void Tick () override
void Snap (int SnappingClient) override
Public Member Functions inherited from 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 CCollisionCollision ()
CEntityTypeNext ()
CEntityTypePrev ()
const vec2GetPos () const
float GetProximityRadius () const
virtual bool CanCollide (int ClientId)
virtual void Destroy ()
virtual void PreTick ()
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 TickDeferred ()
virtual void TickPaused ()
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

int m_CurveLength
int m_LengthL
float m_AngularSpeed
int m_Speed
int m_Length
Public Attributes inherited from CEntity
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

Private Member Functions

bool HitCharacter ()
void Move ()
void Step ()

Private Attributes

float m_Rotation
vec2 m_To
vec2 m_Core
int m_EvalTick
int m_Tick

Additional Inherited Members

Protected Attributes inherited from CEntity
CGameWorldm_pGameWorld
bool m_MarkedForDestroy
int m_Id
int m_ObjType

Constructor & Destructor Documentation

◆ CLight()

CLight::CLight ( CGameWorld * pGameWorld,
vec2 Pos,
float Rotation,
int Length,
int Layer = 0,
int Number = 0 )

Member Function Documentation

◆ HitCharacter()

bool CLight::HitCharacter ( )
private

◆ Move()

void CLight::Move ( )
private

◆ Reset()

void CLight::Reset ( )
overridevirtual

Reimplemented from CEntity.

◆ Snap()

void CLight::Snap ( int SnappingClient)
overridevirtual

Reimplemented from CEntity.

◆ Step()

void CLight::Step ( )
private

◆ Tick()

void CLight::Tick ( )
overridevirtual

Reimplemented from CEntity.

Member Data Documentation

◆ m_AngularSpeed

float CLight::m_AngularSpeed

◆ m_Core

vec2 CLight::m_Core
private

◆ m_CurveLength

int CLight::m_CurveLength

◆ m_EvalTick

int CLight::m_EvalTick
private

◆ m_Length

int CLight::m_Length

◆ m_LengthL

int CLight::m_LengthL

◆ m_Rotation

float CLight::m_Rotation
private

◆ m_Speed

int CLight::m_Speed

◆ m_Tick

int CLight::m_Tick
private

◆ m_To

vec2 CLight::m_To
private

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