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| void | ncRagdoll (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.
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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.
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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.
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| virtual void | ReceiveEntity (float, float) |
| | Client: Handles network updates from the server for the associated entity.
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| virtual float | predraw (void) |
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◆ ncRagdoll()
| void ncRagdoll::ncRagdoll |
( |
void | | ) |
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◆ CreateRagdoll()
| void ncRagdoll::CreateRagdoll |
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void | | ) |
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◆ EvaluateEntity()
| void ncRagdoll::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 ncSurfacePropEntity.
◆ OnRemoveEntity()
| void ncRagdoll::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 ncRenderableEntity.
◆ predraw()
| virtual float ncRagdoll::predraw |
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void | | ) |
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virtual |
◆ ReceiveEntity()
| virtual void ncRagdoll::ReceiveEntity |
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float | flNew, |
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float | flChanged ) |
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virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from ncSurfacePropEntity.
◆ SendEntity()
| float ncRagdoll::SendEntity |
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entity | , |
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float | ) |
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virtual |
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncSurfacePropEntity.
The documentation for this class was generated from the following files:
- src/shared/physics/Ragdoll.h
- src/shared/physics/Ragdoll.qc