84 virtual void Save(
float);
85 virtual void Restore(
string,
string);
87 nonvirtual authentication_t
AuthLevel(
void);
101 authentication_t m_authLevel;
This class represents a local client space in the world.
Definition XRSpace.h:30
void ncBot(void)
Definition Bot.qc:18
virtual bool IsFakeSpectator(void)
Returns if we're a 'fake' spectator.
Definition Client.qc:112
virtual void ProcessInput(void)
Called within the class to deal with the final input handling of the client.
Definition Client.qc:97
virtual void UpdateDeathcam(void)
Client: Called every single client frame when this client is dead.
Definition Client.qc:167
void ncClient(void)
Definition Client.qc:18
virtual void ClientInputFrame(void)
Client: Called on the client to give a chance to override input_* variables before networking them ta...
Definition Client.qc:155
virtual void UpdateIntermissionCam(void)
Client: Called every single client frame during intermission.
Definition Client.qc:177
virtual float GetBackSpeed(void)
Overridable: Returns the desired maximum backwardss movement speed.
Definition Client.qc:148
virtual void PreFrame(void)
Run once, every frame, before physics are run on the player.
Definition Client.qc:102
virtual void SharedInputFrame(void)
Like ClientInputFrame and ServerInputFrame, but run on both client and server at the same time.
Definition Client.qc:84
nonvirtual authentication_t AuthLevel(void)
Definition Client.qc:205
virtual bool IsRealSpectator(void)
Returns if we're a 'real' spectator.
Definition Client.qc:118
virtual void ServerInputFrame(void)
Server: This is where the input* variables arrive after sending them out from the client (see ClientI...
Definition Client.qc:78
virtual float GetForwardSpeed(void)
Overridable: Returns the desired maximum forward movement speed.
Definition Client.qc:136
virtual float GetSideSpeed(void)
Overridable: Returns the desired maximum side movement speed.
Definition Client.qc:142
virtual void OnRemoveEntity(void)
Handles what happens before the entity gets removed from the client game.
Definition Client.qc:90
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition Client.qc:34
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition Client.qc:54
virtual void UpdateAliveCam(void)
Client: Called every single client frame when this client is alive.
Definition Client.qc:160
virtual bool IsPlayer(void)
Returns if we're a player.
Definition Client.qc:130
virtual bool IsDead(void)
Returns if we're considered 'dead'.
Definition Client.qc:124
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition Client.qc:43
virtual void PostFrame(void)
Run once, every frame, after physics are run on the player.
Definition Client.qc:107
virtual float predraw(void)
Definition Client.qc:186