Nuclide
Software Development Kit for id Technology
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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 | NSClient (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 NSIO::SpawnKey but for save-game fields. More... | |
void NSClient::NSClient | ( | 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 NSClientPlayer, and NSClientSpectator.
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Overridable: Returns the desired maximum backwardss movement speed.
Reimplemented from NSBot.
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Overridable: Returns the desired maximum forward movement speed.
Reimplemented from NSBot.
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Overridable: Returns the desired maximum side movement speed.
Reimplemented from NSBot.
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Returns if we're considered 'dead'.
NSClient, NSClientSpectator will always return false.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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Returns if we're a 'fake' spectator.
This is a regular player acting as a spectator.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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Returns if we're a player.
That is a type of client that is built on top of NSClientPlayer.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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Returns if we're a 'real' spectator.
That is a client that can only spectate.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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Handles what happens before the entity gets removed from the client game.
Reimplemented from NSIO.
Reimplemented in NSClientPlayer.
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Run once, every frame, after physics are run on the player.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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Reimplemented from NSSurfacePropEntity.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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Run once, every frame, before physics are run on the player.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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Called within the class to deal with the final input handling of the client.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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Similar to NSIO::SpawnKey
but for save-game fields.
Whatever you write into file handles within your NSIO::Save()
method needs to be read back in here.
Reimplemented from NSActor.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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Handles saving a copy of this entity to a given filehandle.
Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSActor.
Reimplemented in NSClientPlayer, and NSClientSpectator.
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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 NSClientPlayer, and NSClientSpectator.
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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 NSClientPlayer, and NSClientSpectator.
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Client: Called every single client frame when this client is alive.
You are expected to manipulate the g_view global here, which is of type NSView.
Reimplemented in NSClientPlayer.
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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 NSView.
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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 NSView.