Nuclide
Software Development Kit for id Technology (BETA)
ncVehicle Class Reference

About this class

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

Inheritance diagram for ncVehicle:
ncSurfacePropEntity func_tank func_tankmortar func_tracktrain func_vehicle prop_vehicle_driveable

Public Member Functions

void ncVehicle (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 ncIO::SpawnKey() but for save-game fields. More...
 
nonvirtual entity GetDriver (void)
 
virtual void PlayerUpdateFlags (void)
 
virtual void PlayerAlign (void)
 
virtual void PlayerEnter (ncPlayer)
 
virtual void PlayerLeave (ncPlayer)
 
virtual void PlayerInput (void)
 
virtual float DriverAnimation (void)
 
virtual bool CanDriverCrouch (void)
 
virtual bool PreventPlayerMovement (void)
 
virtual bool PreventPlayerFire (void)
 

Constructor & Destructor Documentation

◆ ncVehicle()

void ncVehicle::ncVehicle ( void  )

Member Function Documentation

◆ CanDriverCrouch()

bool ncVehicle::CanDriverCrouch ( void  )
virtual

◆ DriverAnimation()

float ncVehicle::DriverAnimation ( void  )
virtual

◆ DriverRelink()

void ncVehicle::DriverRelink ( void  )
virtual

◆ EvaluateEntity()

virtual void ncVehicle::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from ncSurfacePropEntity.

Reimplemented in func_tracktrain, func_tankmortar, func_vehicle, and prop_vehicle_driveable.

◆ GetDriver()

entity ncVehicle::GetDriver ( void  )

◆ GetExitPos()

nonvirtual vector ncVehicle::GetExitPos ( void  )

◆ HideCrosshair()

bool ncVehicle::HideCrosshair ( void  )
virtual

◆ HidePlayermodel()

bool ncVehicle::HidePlayermodel ( void  )
virtual

◆ HideViewWeapon()

bool ncVehicle::HideViewWeapon ( void  )
virtual

Reimplemented in prop_vehicle_driveable.

◆ IsLocalDriver()

bool ncVehicle::IsLocalDriver ( void  )
virtual

◆ PlayerAlign()

void ncVehicle::PlayerAlign ( void  )
virtual

◆ PlayerEnter()

void ncVehicle::PlayerEnter ( ncPlayer  pl)
virtual

◆ PlayerInput()

void ncVehicle::PlayerInput ( void  )
virtual

◆ PlayerLeave()

void ncVehicle::PlayerLeave ( ncPlayer  pl)
virtual

◆ PlayerUpdateFlags()

void ncVehicle::PlayerUpdateFlags ( void  )
virtual

◆ PredictPostFrame()

void ncVehicle::PredictPostFrame ( void  )
virtual

◆ PredictPreFrame()

void ncVehicle::PredictPreFrame ( void  )
virtual

◆ PreventPlayerFire()

bool ncVehicle::PreventPlayerFire ( void  )
virtual

◆ PreventPlayerMovement()

bool ncVehicle::PreventPlayerMovement ( void  )
virtual

◆ ReceiveEntity()

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

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

Reimplemented from ncSurfacePropEntity.

Reimplemented in func_tracktrain, func_tankmortar, func_vehicle, and prop_vehicle_driveable.

◆ Restore()

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

Similar to ncIO::SpawnKey() but for save-game fields.

Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.

Reimplemented from ncSurfacePropEntity.

Reimplemented in func_tank, func_tracktrain, and func_vehicle.

◆ Save()

void ncVehicle::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from ncSurfacePropEntity.

Reimplemented in func_tank, func_tracktrain, and func_vehicle.

◆ SendEntity()

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

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

Reimplemented from ncSurfacePropEntity.

Reimplemented in func_tracktrain, func_tankmortar, func_vehicle, and prop_vehicle_driveable.

◆ UpdateView()

void ncVehicle::UpdateView ( void  )
virtual

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