Nuclide
Software Development Kit for id Tech
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This entity class represents vehicles that are predicted across the network. More...
#include <NSVehicle.h>
Public Member Functions | |
void | NSVehicle (void) |
virtual void | DriverRelink (void) |
virtual bool | IsLocalDriver (void) |
virtual void | PredictPreFrame (void) |
virtual void | PredictPostFrame (void) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual void | UpdateView (void) |
virtual bool | HideViewWeapon (void) |
virtual bool | HideCrosshair (void) |
virtual bool | HidePlayermodel (void) |
nonvirtual vector | GetExitPos (void) |
virtual void | EvaluateEntity (void) |
Run each tic after physics are run to determine if we need to send updates over the network. More... | |
virtual float | SendEntity (entity, float) |
Called by the engine whenever we need to send a client an update about this entity. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ::SpawnKey but for save-game fields. More... | |
nonvirtual entity | GetDriver (void) |
virtual void | PlayerUpdateFlags (void) |
virtual void | PlayerAlign (void) |
virtual void | PlayerEnter (NSClientPlayer) |
virtual void | PlayerLeave (NSClientPlayer) |
virtual void | PlayerInput (void) |
virtual float | DriverAnimation (void) |
virtual bool | CanDriverCrouch (void) |
virtual bool | PreventPlayerMovement (void) |
virtual bool | PreventPlayerFire (void) |
This entity class represents vehicles that are predicted across the network.
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSSurfacePropEntity.
Reimplemented in func_tracktrain.
Reimplemented in prop_vehicle_driveable.
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virtual |
Reimplemented in func_tank, func_tracktrain, func_tankmortar, and prop_vehicle_driveable.
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virtual |
Reimplemented in func_tracktrain, func_tankmortar, and prop_vehicle_driveable.
Reimplemented in func_tracktrain, func_tankmortar, and prop_vehicle_driveable.
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSSurfacePropEntity.
Reimplemented in func_tracktrain, func_tankmortar, and prop_vehicle_driveable.
Similar to ::SpawnKey
but for save-game fields.
Whatever you write into file handles within your ::Save()
method needs to be read back in here.
Reimplemented from NSSurfacePropEntity.
Reimplemented in func_tank, and func_tracktrain.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSSurfacePropEntity.
Reimplemented in func_tank, and func_tracktrain.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSSurfacePropEntity.
Reimplemented in func_tracktrain.
Reimplemented in func_tracktrain, func_tankmortar, and prop_vehicle_driveable.