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

About this class

This class networks pmove related variables to each client.

Inheritance diagram for ncPMoveVars:
ncEntity

Public Member Functions

void ncPMoveVars (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 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...
 
virtual void RestoreComplete (void)
 Called when the entity has been successfully restored from a savegame file. 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...
 

Constructor & Destructor Documentation

◆ ncPMoveVars()

void ncPMoveVars::ncPMoveVars ( void  )

Member Function Documentation

◆ EvaluateEntity()

void ncPMoveVars::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncEntity.

◆ GetCrouchMaxs()

vector ncPMoveVars::GetCrouchMaxs ( void  )

Returns the crouching/ducked player collision box maxs.

◆ GetCrouchMins()

vector ncPMoveVars::GetCrouchMins ( void  )

Returns the crouching/ducked player collision box mins.

◆ GetCrouchViewOffset()

vector ncPMoveVars::GetCrouchViewOffset ( void  )

Returns the crouching/ducked player view offset.

Calculated from pm_crouchviewheight and pm_boxcenter.

◆ GetProneMaxs()

vector ncPMoveVars::GetProneMaxs ( void  )

Returns the prone player collision box maxs.

◆ GetProneMins()

vector ncPMoveVars::GetProneMins ( void  )

Returns the prone player collision box maxs.

◆ GetProneViewOffset()

vector ncPMoveVars::GetProneViewOffset ( void  )

Returns the prone player view offset.

Calculated from pm_proneviewheight and pm_boxcenter.

◆ GetStandingMaxs()

vector ncPMoveVars::GetStandingMaxs ( void  )

Returns the standing player collision box maxs.

◆ GetStandingMins()

vector ncPMoveVars::GetStandingMins ( void  )

Returns the standing player collision box mins.

Calculated from pm_normalheight.

◆ GetStandingViewOffset()

vector ncPMoveVars::GetStandingViewOffset ( void  )

Returns the standing player view offset.

Calculated from pm_normalviewheight and pm_boxcenter.

◆ ReceiveEntity()

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

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

Reimplemented from ncEntity.

◆ Restore()

void ncPMoveVars::Restore ( string  keyName,
string  setValue 
)
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 ncEntity.

◆ RestoreComplete()

void ncPMoveVars::RestoreComplete ( void  )
virtual

Called when the entity has been successfully restored from a savegame file.

Reimplemented from ncIO.

◆ Save()

void ncPMoveVars::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 ncEntity.

◆ SendEntity()

bool ncPMoveVars::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncEntity.


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