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void | NSRagdoll (void) |
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nonvirtual void | CreateRagdoll (void) |
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virtual void | OnRemoveEntity (void) |
| Handles what happens before the entity gets removed from the client game. More...
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virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network. More...
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virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. More...
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virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. More...
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virtual float | predraw (void) |
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◆ NSRagdoll()
void NSRagdoll::NSRagdoll |
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void |
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◆ CreateRagdoll()
void NSRagdoll::CreateRagdoll |
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void |
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◆ EvaluateEntity()
void NSRagdoll::EvaluateEntity |
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void |
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virtual |
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSSurfacePropEntity.
◆ OnRemoveEntity()
void NSRagdoll::OnRemoveEntity |
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void |
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virtual |
Handles what happens before the entity gets removed from the client game.
Reimplemented from NSIO.
◆ predraw()
virtual float NSRagdoll::predraw |
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void |
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virtual |
◆ ReceiveEntity()
virtual void NSRagdoll::ReceiveEntity |
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float |
flNew, |
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float |
flChanged |
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) |
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virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSSurfacePropEntity.
◆ SendEntity()
float NSRagdoll::SendEntity |
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entity |
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float |
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) |
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virtual |
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSSurfacePropEntity.
The documentation for this class was generated from the following files: