#include <light.h>
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| | 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 * | GlobalTuning () |
| 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) |
| virtual void | Destroy () |
| virtual void | PreTick () |
| 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 * | GlobalTuning () |
| 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 | 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) |
◆ CLight()
| CLight::CLight |
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CGameWorld * | pGameWorld, |
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vec2 | Pos, |
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float | Rotation, |
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int | Length, |
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int | Layer = 0, |
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int | Number = 0 ) |
◆ HitCharacter()
| bool CLight::HitCharacter |
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| ) |
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private |
◆ Move()
◆ Reset()
◆ Snap()
| void CLight::Snap |
( |
int | SnappingClient | ) |
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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: