Nuclide
Software Development Kit for id Tech
NSPMoveVars Class Reference

This class networks pmove related variables to each client. More...

#include <pmove.h>

Inheritance diagram for NSPMoveVars:
NSEntity

Public Member Functions

void NSPMoveVars (void)
 
nonvirtual vector GetStandingMins (void)
 Returns the standing player collision box mins. More...
 
nonvirtual vector GetStandingMaxs (void)
 Returns the standing player collision box maxs. More...
 
nonvirtual vector GetStandingViewOffset (void)
 Returns the standing player view offset. More...
 
nonvirtual vector GetCrouchMins (void)
 Returns the crouching/ducked player collision box mins. More...
 
nonvirtual vector GetCrouchMaxs (void)
 Returns the crouching/ducked player collision box maxs. More...
 
nonvirtual vector GetCrouchViewOffset (void)
 Returns the crouching/ducked player view offset. More...
 
nonvirtual vector GetProneMins (void)
 Returns the prone player collision box maxs. More...
 
nonvirtual vector GetProneMaxs (void)
 Returns the prone player collision box maxs. More...
 
nonvirtual vector GetProneViewOffset (void)
 Returns the prone player view offset. 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 bool SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 

Detailed Description

This class networks pmove related variables to each client.

Constructor & Destructor Documentation

◆ NSPMoveVars()

void NSPMoveVars::NSPMoveVars ( void  )

Member Function Documentation

◆ EvaluateEntity()

void NSPMoveVars::EvaluateEntity ( void  )
virtual

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

Reimplemented from NSEntity.

◆ GetCrouchMaxs()

vector NSPMoveVars::GetCrouchMaxs ( void  )

Returns the crouching/ducked player collision box maxs.

◆ GetCrouchMins()

vector NSPMoveVars::GetCrouchMins ( void  )

Returns the crouching/ducked player collision box mins.

◆ GetCrouchViewOffset()

vector NSPMoveVars::GetCrouchViewOffset ( void  )

Returns the crouching/ducked player view offset.

Calculated from pm_crouchviewheight and pm_boxcenter.

◆ GetProneMaxs()

vector NSPMoveVars::GetProneMaxs ( void  )

Returns the prone player collision box maxs.

◆ GetProneMins()

vector NSPMoveVars::GetProneMins ( void  )

Returns the prone player collision box maxs.

◆ GetProneViewOffset()

vector NSPMoveVars::GetProneViewOffset ( void  )

Returns the prone player view offset.

Calculated from pm_proneviewheight and pm_boxcenter.

◆ GetStandingMaxs()

vector NSPMoveVars::GetStandingMaxs ( void  )

Returns the standing player collision box maxs.

◆ GetStandingMins()

vector NSPMoveVars::GetStandingMins ( void  )

Returns the standing player collision box mins.

Calculated from pm_normalheight.

◆ GetStandingViewOffset()

vector NSPMoveVars::GetStandingViewOffset ( void  )

Returns the standing player view offset.

Calculated from pm_normalviewheight and pm_boxcenter.

◆ ReceiveEntity()

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

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

Reimplemented from NSEntity.

◆ Respawn()

void NSPMoveVars::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSEntity.

◆ SendEntity()

bool NSPMoveVars::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from NSEntity.


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