#include <light.h>
|
| 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 |
|
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 |
|
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) |
|
bool | GetNearestAirPos (vec2 Pos, vec2 PrevPos, vec2 *pOutPos) |
|
bool | GetNearestAirPosPlayer (vec2 PlayerPos, vec2 *pOutPos) |
|
◆ CLight()
CLight::CLight |
( |
CGameWorld * |
pGameWorld, |
|
|
vec2 |
Pos, |
|
|
float |
Rotation, |
|
|
int |
Length, |
|
|
int |
Layer = 0 , |
|
|
int |
Number = 0 |
|
) |
| |
◆ HitCharacter()
bool CLight::HitCharacter |
( |
| ) |
|
|
private |
◆ Move()
◆ Reset()
◆ Snap()
void CLight::Snap |
( |
int |
SnappingClient | ) |
|
|
overridevirtual |
◆ Step()
◆ Tick()
◆ m_AngularSpeed
float CLight::m_AngularSpeed |
◆ m_Core
◆ m_CurveLength
int CLight::m_CurveLength |
◆ m_EvalTick
◆ m_Length
◆ m_LengthL
◆ m_Rotation
◆ m_Speed
◆ m_Tick
◆ m_To
The documentation for this class was generated from the following files: