Nuclide
Software Development Kit for id Technology (BETA)
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This entity class represents vehicles that are predicted across the network.
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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) |
void ncVehicle::ncVehicle | ( | void | ) |
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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.
entity ncVehicle::GetDriver | ( | void | ) |
nonvirtual vector ncVehicle::GetExitPos | ( | void | ) |
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Reimplemented in prop_vehicle_driveable.
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Reimplemented in func_tank, func_tracktrain, func_tankmortar, func_vehicle, and prop_vehicle_driveable.
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Reimplemented in func_tracktrain, func_tankmortar, func_vehicle, and prop_vehicle_driveable.
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Reimplemented in func_tracktrain, func_tankmortar, func_vehicle, and prop_vehicle_driveable.
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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.
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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.
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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.
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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.
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Reimplemented in func_tracktrain, func_tankmortar, func_vehicle, and prop_vehicle_driveable.