Nuclide
Software Development Kit for id Tech
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This entity class represents every player client. More...
#include <NSClientPlayer.h>
Public Member Functions | |
void | NSClientPlayer (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 void | Physics_Fall (float) |
virtual void | Physics_Crouch (void) |
virtual void | Physics_Prone (void) |
virtual void | Physics_Jump (void) |
virtual void | Physics_CheckJump (float) |
virtual void | Physics_SetViewParms (void) |
virtual void | Physics_WaterJump (void) |
virtual void | Physics_WaterMove (void) |
virtual float | Physics_MaxSpeed (void) |
virtual void | Physics_InputPreMove (void) |
virtual void | Physics_InputPostMove (void) |
virtual void | Physics_Run (void) |
Overridable: Called when the entity is ready to move. 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 bool | CanSprint (void) |
Overridable: Returns whether the client can sprint, with the command +sprint. More... | |
virtual bool | CanProne (void) |
Overridable: Returns whether the client can prone, with the commands +prone and goprone. More... | |
virtual bool | CanCrouch (void) |
Overridable: Returns whether the client can crouch, with the commands +crouch and gocrouch. More... | |
virtual bool | CanLean (void) |
Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright. More... | |
virtual void | UpdatePlayerAnimation (float) |
Empty & shared between Client and Server. More... | |
virtual void | Damage (entity, entity, NSDict, float, vector, vector) |
Applies damage to the entity. More... | |
virtual void | VehicleRelink (void) |
virtual void | OnRemoveEntity (void) |
Handles what happens before the entity gets removed from the client game. More... | |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual void | PredictPreFrame (void) |
virtual void | PredictPostFrame (void) |
virtual void | ClientInputFrame (void) |
Client: Called on the client to give a chance to override input_* variables before networking them takes place. More... | |
virtual vector | CalculateLean (vector) |
virtual void | UpdateAliveCam (void) |
Client: Called every single client frame when this client is alive. More... | |
virtual void | UpdatePlayerJaw (float) |
Empty. More... | |
virtual void | UpdatePlayerAttachments (bool) |
Empty. More... | |
virtual float | predraw (void) |
virtual void | postdraw (void) |
Client: Run after the rendering of 3D world is complete. 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... | |
virtual void | Respawn (void) |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More... | |
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 | Death (entity, entity, int, vector, int) |
Called when the health is equal or below 0. More... | |
virtual void | ServerInputFrame (void) |
Server: This is where the input* variables arrive after sending them out from the client (see ClientInputFrame). More... | |
virtual float | OptimiseChangedFlags (entity, float) |
Helper function that will optimise the changed-flags of your player entity. More... | |
virtual void | MakePlayer (void) |
When called, will turn the client into a proper player. More... | |
virtual void | MakeTempSpectator (void) |
When called, will turn the client into a spectator until the next round. More... | |
virtual void | MakeSpectator (void) |
When called, will turn the client into a general spectator. More... | |
virtual void | InputUse_Down (void) |
Called when we press the button bound to +use. More... | |
virtual void | InputUse_Up (void) |
Called when we let go of the button bound to +use. More... | |
virtual void | Footsteps_Update (void) |
This entity class represents every player client.
When clients connect via the connect command, they will findthemselves of type NSClientPlayer.
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Overridable: Returns whether the client can crouch, with the commands +crouch and gocrouch.
Reimplemented from NSActor.
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Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright.
Reimplemented from NSActor.
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Overridable: Returns whether the client can prone, with the commands +prone and goprone.
Reimplemented from NSActor.
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Overridable: Returns whether the client can sprint, with the command +sprint.
Reimplemented from NSActor.
Client: Called on the client to give a chance to override input_* variables before networking them takes place.
Reimplemented from NSClientSpectator.
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Applies damage to the entity.
Reimplemented from NSSurfacePropEntity.
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Called when the health is equal or below 0.
Reimplemented from NSSurfacePropEntity.
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSClientSpectator.
Called when we press the button bound to +use.
Called when we let go of the button bound to +use.
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Returns if we're considered 'dead'.
NSClient, NSClientSpectator will always return false.
Reimplemented from NSClientSpectator.
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Returns if we're a 'fake' spectator.
This is a regular player acting as a spectator.
Reimplemented from 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 from NSClientSpectator.
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Returns if we're a 'real' spectator.
That is a client that can only spectate.
Reimplemented from NSClientSpectator.
When called, will turn the client into a proper player.
When called, will turn the client into a general spectator.
When called, will turn the client into a spectator until the next round.
Handles what happens before the entity gets removed from the client game.
Reimplemented from NSClient.
Helper function that will optimise the changed-flags of your player entity.
Overridable: Called when the entity is ready to move.
When overridden, will no longer move until super function is called, or physics is handled within.
Reimplemented from NSActor.
Client: Run after the rendering of 3D world is complete.
2D calls can happen here.
Reimplemented from NSRenderableEntity.
Run once, every frame, after physics are run on the player.
Reimplemented from NSClientSpectator.
Reimplemented from NSClientSpectator.
Run once, every frame, before physics are run on the player.
Reimplemented from NSClientSpectator.
Called within the class to deal with the final input handling of the client.
Reimplemented from NSClientSpectator.
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSClientSpectator.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSSurfacePropEntity.
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 NSClientSpectator.
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 NSClientSpectator.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSClientSpectator.
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 from NSClientSpectator.
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 from NSClientSpectator.
Empty & shared between Client and Server.
This is run on every player, every frame, to update their animation cycle.
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virtual |
Empty.
This is run on every player, every frame to update attachments.
Empty.
Updates the bone controller responsible for mouth movement.