Nuclide
Software Development Kit for id Technology (BETA)
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This entity class is the lowest client/player class.
It is mostly concerned with the features shared between players and spectating clients alike.
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void | ncClient (void) |
virtual void | ProcessInput (void) |
Called within the class to deal with the final input handling of the client. More... | |
virtual void | PreFrame (void) |
Run once, every frame, before physics are run on the player. More... | |
virtual void | PostFrame (void) |
Run once, every frame, after physics are run on the player. More... | |
virtual bool | IsFakeSpectator (void) |
Returns if we're a 'fake' spectator. More... | |
virtual bool | IsRealSpectator (void) |
Returns if we're a 'real' spectator. More... | |
virtual bool | IsDead (void) |
Returns if we're considered 'dead'. More... | |
virtual bool | IsPlayer (void) |
Returns if we're a player. More... | |
virtual void | SharedInputFrame (void) |
Like ClientInputFrame and ServerInputFrame, but run on both client and server at the same time. More... | |
virtual void | OnRemoveEntity (void) |
Handles what happens before the entity gets removed from the client game. More... | |
virtual float | GetForwardSpeed (void) |
Overridable: Returns the desired maximum forward movement speed. More... | |
virtual float | GetSideSpeed (void) |
Overridable: Returns the desired maximum side movement speed. More... | |
virtual float | GetBackSpeed (void) |
Overridable: Returns the desired maximum backwardss movement speed. More... | |
virtual void | ClientInputFrame (void) |
Client: Called on the client to give a chance to override input_* variables before networking them takes place. More... | |
virtual void | UpdateAliveCam (void) |
Client: Called every single client frame when this client is alive. More... | |
virtual void | UpdateDeathcam (void) |
Client: Called every single client frame when this client is dead. More... | |
virtual void | UpdateIntermissionCam (void) |
Client: Called every single client frame during intermission. More... | |
virtual float | predraw (void) |
virtual void | ServerInputFrame (void) |
Server: This is where the input* variables arrive after sending them out from the client (see ClientInputFrame). More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ncIO::SpawnKey() but for save-game fields. More... | |
void ncClient::ncClient | ( | void | ) |
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Client: Called on the client to give a chance to override input_* variables before networking them takes place.
Reimplemented in ncPlayer, and ncSpectator.
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Overridable: Returns the desired maximum backwardss movement speed.
Reimplemented from ncBot.
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Overridable: Returns the desired maximum forward movement speed.
Reimplemented from ncBot.
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Overridable: Returns the desired maximum side movement speed.
Reimplemented from ncBot.
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Returns if we're considered 'dead'.
ncClient, ncSpectator will always return false.
Reimplemented in ncPlayer, and ncSpectator.
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Returns if we're a 'fake' spectator.
This is a regular player acting as a spectator.
Reimplemented in ncPlayer, and ncSpectator.
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Returns if we're a player.
That is a type of client that is built on top of ncPlayer.
Reimplemented in ncPlayer, and ncSpectator.
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Returns if we're a 'real' spectator.
That is a client that can only spectate.
Reimplemented in ncPlayer, and ncSpectator.
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Run once, every frame, after physics are run on the player.
Reimplemented in ncPlayer, and ncSpectator.
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Reimplemented from ncSurfacePropEntity.
Reimplemented in ncPlayer, and ncSpectator.
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Run once, every frame, before physics are run on the player.
Reimplemented in ncPlayer, and ncSpectator.
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Called within the class to deal with the final input handling of the client.
Reimplemented in ncPlayer, and ncSpectator.
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Similar to ncIO::SpawnKey() but for save-game fields.
Whatever you write into file handles within your ncIO::Save()
method needs to be read back in here.
Reimplemented from ncActor.
Reimplemented in ncPlayer, and ncSpectator.
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Handles saving a copy of this entity to a given filehandle.
Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from ncActor.
Reimplemented in ncPlayer, and ncSpectator.
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Server: This is where the input* variables arrive after sending them out from the client (see ClientInputFrame).
This is also where we will instruct the server to run physics on the client.
Reimplemented in ncPlayer, and ncSpectator.
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Like ClientInputFrame and ServerInputFrame, but run on both client and server at the same time.
It is run before ClientInputFrame and ServerInputFrame. When overriding, Make sure to call the super method to enable Nuclide to handle spectator controls properly.
Reimplemented in ncPlayer, and ncSpectator.
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Client: Called every single client frame when this client is dead.
You are expected to manipulate the g_view global here, which is of type ncView.
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Client: Called every single client frame during intermission.
You are expected to manipulate the g_view global here, which is of type ncView.