Nuclide
Software Development Kit for id Tech
NSVehicle Class Reference

This entity class represents vehicles that are predicted across the network. More...

#include <NSVehicle.h>

Inheritance diagram for NSVehicle:
NSSurfacePropEntity func_tank func_tankmortar func_tracktrain func_vehicle prop_vehicle_driveable

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)
 

Detailed Description

This entity class represents vehicles that are predicted across the network.

Constructor & Destructor Documentation

◆ NSVehicle()

void NSVehicle::NSVehicle ( void  )

Member Function Documentation

◆ CanDriverCrouch()

bool NSVehicle::CanDriverCrouch ( void  )
virtual

◆ DriverAnimation()

float NSVehicle::DriverAnimation ( void  )
virtual

◆ DriverRelink()

void NSVehicle::DriverRelink ( void  )
virtual

◆ EvaluateEntity()

virtual void NSVehicle::EvaluateEntity ( void  )
virtual

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.

◆ GetDriver()

entity NSVehicle::GetDriver ( void  )

◆ GetExitPos()

nonvirtual vector NSVehicle::GetExitPos ( void  )

◆ HideCrosshair()

bool NSVehicle::HideCrosshair ( void  )
virtual

◆ HidePlayermodel()

bool NSVehicle::HidePlayermodel ( void  )
virtual

◆ HideViewWeapon()

bool NSVehicle::HideViewWeapon ( void  )
virtual

Reimplemented in prop_vehicle_driveable.

◆ IsLocalDriver()

bool NSVehicle::IsLocalDriver ( void  )
virtual

◆ PlayerAlign()

void NSVehicle::PlayerAlign ( void  )
virtual

◆ PlayerEnter()

void NSVehicle::PlayerEnter ( NSClientPlayer  pl)
virtual

◆ PlayerInput()

void NSVehicle::PlayerInput ( void  )
virtual

◆ PlayerLeave()

void NSVehicle::PlayerLeave ( NSClientPlayer  pl)
virtual

◆ PlayerUpdateFlags()

void NSVehicle::PlayerUpdateFlags ( void  )
virtual

◆ PredictPostFrame()

void NSVehicle::PredictPostFrame ( void  )
virtual

◆ PredictPreFrame()

void NSVehicle::PredictPreFrame ( void  )
virtual

◆ PreventPlayerFire()

bool NSVehicle::PreventPlayerFire ( void  )
virtual

◆ PreventPlayerMovement()

bool NSVehicle::PreventPlayerMovement ( void  )
virtual

◆ ReceiveEntity()

void NSVehicle::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from NSSurfacePropEntity.

Reimplemented in func_tracktrain, func_tankmortar, and prop_vehicle_driveable.

◆ Restore()

void NSVehicle::Restore ( string  strKey,
string  strValue 
)
virtual

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.

◆ Save()

void NSVehicle::Save ( float  handle)
virtual

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.

◆ SendEntity()

virtual float NSVehicle::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from NSSurfacePropEntity.

Reimplemented in func_tracktrain.

◆ UpdateView()

void NSVehicle::UpdateView ( void  )
virtual

The documentation for this class was generated from the following files: