DDraceNetwork Docs
CLight Class Reference

#include <light.h>

Inheritance diagram for CLight:
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Collaboration diagram for CLight:
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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 ()
 
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

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: