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Nuclide
Software Development Kit for id Technology (BETA)
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This class networks pmove related variables to each client.
Public Member Functions | |
| void | ncPMoveVars (void) |
| nonvirtual vector | GetStandingMins (void) |
| Returns the standing player collision box mins. | |
| nonvirtual vector | GetStandingMaxs (void) |
| Returns the standing player collision box maxs. | |
| nonvirtual vector | GetStandingViewOffset (void) |
| Returns the standing player view offset. | |
| nonvirtual vector | GetCrouchMins (void) |
| Returns the crouching/ducked player collision box mins. | |
| nonvirtual vector | GetCrouchMaxs (void) |
| Returns the crouching/ducked player collision box maxs. | |
| nonvirtual vector | GetCrouchViewOffset (void) |
| Returns the crouching/ducked player view offset. | |
| nonvirtual vector | GetProneMins (void) |
| Returns the prone player collision box maxs. | |
| nonvirtual vector | GetProneMaxs (void) |
| Returns the prone player collision box maxs. | |
| nonvirtual vector | GetProneViewOffset (void) |
| Returns the prone player view offset. | |
| virtual void | Save (float) |
| Handles saving a copy of this entity to a given filehandle. | |
| virtual void | Restore (string, string) |
| Similar to ncIO::SpawnKey() but for save-game fields. | |
| virtual void | RestoreComplete (void) |
| Called when the entity has been successfully restored from a savegame file. | |
| virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network. | |
| virtual bool | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. | |
| virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. | |
| void ncPMoveVars::ncPMoveVars | ( | 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 ncEntity.
| vector ncPMoveVars::GetCrouchMaxs | ( | void | ) |
Returns the crouching/ducked player collision box maxs.
| vector ncPMoveVars::GetCrouchMins | ( | void | ) |
Returns the crouching/ducked player collision box mins.
| vector ncPMoveVars::GetCrouchViewOffset | ( | void | ) |
Returns the crouching/ducked player view offset.
Calculated from pm_crouchviewheight and pm_boxcenter.
| vector ncPMoveVars::GetProneMaxs | ( | void | ) |
Returns the prone player collision box maxs.
| vector ncPMoveVars::GetProneMins | ( | void | ) |
Returns the prone player collision box maxs.
| vector ncPMoveVars::GetProneViewOffset | ( | void | ) |
Returns the prone player view offset.
Calculated from pm_proneviewheight and pm_boxcenter.
| vector ncPMoveVars::GetStandingMaxs | ( | void | ) |
Returns the standing player collision box maxs.
| vector ncPMoveVars::GetStandingMins | ( | void | ) |
Returns the standing player collision box mins.
Calculated from pm_normalheight.
| vector ncPMoveVars::GetStandingViewOffset | ( | void | ) |
Returns the standing player view offset.
Calculated from pm_normalviewheight and pm_boxcenter.
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virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from ncEntity.
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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.
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virtual |
Called when the entity has been successfully restored from a savegame file.
Reimplemented from ncIO.
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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.
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virtual |
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncEntity.