#include <entity.h>
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| int | GetId () const |
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| | CEntity (CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0) |
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| virtual | ~CEntity () |
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| std::vector< SSwitchers > & | Switchers () |
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| CGameWorld * | GameWorld () |
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| CTuningParams * | Tuning () |
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| CTuningParams * | TuningList () |
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| CTuningParams * | GetTuning (int i) |
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| class CCollision * | Collision () |
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| CEntity * | TypeNext () |
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| CEntity * | TypePrev () |
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| const vec2 & | GetPos () const |
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| float | GetProximityRadius () const |
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| virtual bool | CanCollide (int ClientId) |
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| virtual void | Destroy () |
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| virtual void | PreTick () |
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| virtual void | Tick () |
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| virtual void | TickDeferred () |
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| bool | GameLayerClipped (vec2 CheckPos) |
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| CEntity * | NextEntity () |
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| void | Keep () |
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| | CEntity () |
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| int | GetId () const |
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| | CEntity (CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0) |
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| virtual | ~CEntity () |
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| std::vector< SSwitchers > & | Switchers () |
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| CGameWorld * | GameWorld () |
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| CTuningParams * | Tuning () |
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| CTuningParams * | TuningList () |
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| CTuningParams * | GetTuning (int i) |
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| class CConfig * | Config () |
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| class CGameContext * | GameServer () |
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| class IServer * | Server () |
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| CCollision * | Collision () |
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| CEntity * | TypeNext () |
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| CEntity * | TypePrev () |
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| const vec2 & | GetPos () const |
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| float | GetProximityRadius () const |
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| virtual void | Destroy () |
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| virtual void | Reset () |
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| virtual void | Tick () |
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| virtual void | TickDeferred () |
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| virtual void | TickPaused () |
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| virtual void | Snap (int SnappingClient) |
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| virtual void | SwapClients (int Client1, int Client2) |
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| virtual ESaveResult | BlocksSave (int ClientId) |
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| virtual int | GetOwnerId () const |
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| bool | NetworkClipped (int SnappingClient) const |
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| bool | NetworkClipped (int SnappingClient, vec2 CheckPos) const |
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| bool | NetworkClippedLine (int SnappingClient, vec2 StartPos, vec2 EndPos) const |
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| bool | GameLayerClipped (vec2 CheckPos) |
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| virtual bool | CanCollide (int ClientId) |
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| bool | GetNearestAirPos (vec2 Pos, vec2 PrevPos, vec2 *pOutPos) |
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| bool | GetNearestAirPosPlayer (vec2 PlayerPos, vec2 *pOutPos) |
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◆ CEntity() [1/3]
◆ ~CEntity() [1/2]
◆ CEntity() [2/3]
◆ CEntity() [3/3]
◆ ~CEntity() [2/2]
◆ BlocksSave()
◆ CanCollide() [1/2]
◆ CanCollide() [2/2]
◆ Collision() [1/2]
◆ Collision() [2/2]
◆ Config()
◆ Destroy() [1/2]
◆ Destroy() [2/2]
◆ GameLayerClipped() [1/2]
| bool CEntity::GameLayerClipped |
( |
vec2 |
CheckPos | ) |
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◆ GameLayerClipped() [2/2]
| bool CEntity::GameLayerClipped |
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vec2 |
CheckPos | ) |
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◆ GameServer()
◆ GameWorld() [1/2]
◆ GameWorld() [2/2]
◆ GetId() [1/2]
| int CEntity::GetId |
( |
| ) |
const |
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inline |
◆ GetId() [2/2]
| int CEntity::GetId |
( |
| ) |
const |
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inline |
◆ GetNearestAirPos()
◆ GetNearestAirPosPlayer()
| bool CEntity::GetNearestAirPosPlayer |
( |
vec2 |
PlayerPos, |
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vec2 * |
pOutPos |
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) |
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◆ GetOwnerId()
◆ GetPos() [1/2]
◆ GetPos() [2/2]
◆ GetProximityRadius() [1/2]
| float CEntity::GetProximityRadius |
( |
| ) |
const |
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inline |
◆ GetProximityRadius() [2/2]
| float CEntity::GetProximityRadius |
( |
| ) |
const |
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inline |
◆ GetTuning() [1/2]
◆ GetTuning() [2/2]
◆ Keep()
◆ NetworkClipped() [1/2]
| bool CEntity::NetworkClipped |
( |
int |
SnappingClient | ) |
const |
◆ NetworkClipped() [2/2]
| bool CEntity::NetworkClipped |
( |
int |
SnappingClient, |
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vec2 |
CheckPos |
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) |
| const |
◆ NetworkClippedLine()
| bool CEntity::NetworkClippedLine |
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int |
SnappingClient, |
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vec2 |
StartPos, |
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vec2 |
EndPos |
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) |
| const |
◆ NextEntity()
◆ PreTick()
◆ Reset()
Reimplemented in CPlasma, CCharacter, CDoor, CDragger, CDraggerBeam, CGun, CLaser, CLight, CPickup, CPlasma, and CProjectile.
◆ Server()
◆ Snap()
◆ SwapClients()
◆ Switchers() [1/2]
| std::vector< SSwitchers > & CEntity::Switchers |
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| ) |
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inline |
◆ Switchers() [2/2]
| std::vector< SSwitchers > & CEntity::Switchers |
( |
| ) |
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inline |
◆ Tick() [1/2]
Reimplemented in CCharacter, CDragger, CLaser, CPickup, CPlasma, CProjectile, CCharacter, CDragger, CDraggerBeam, CGun, CLaser, CLight, CPickup, CPlasma, and CProjectile.
◆ Tick() [2/2]
Reimplemented in CCharacter, CDragger, CLaser, CPickup, CPlasma, CProjectile, CCharacter, CDragger, CDraggerBeam, CGun, CLaser, CLight, CPickup, CPlasma, and CProjectile.
◆ TickDeferred() [1/2]
◆ TickDeferred() [2/2]
◆ TickPaused()
◆ Tuning() [1/2]
◆ Tuning() [2/2]
◆ TuningList() [1/2]
◆ TuningList() [2/2]
◆ TypeNext() [1/2]
◆ TypeNext() [2/2]
◆ TypePrev() [1/2]
◆ TypePrev() [2/2]
◆ CGameWorld
◆ m_DestroyTick
| int CEntity::m_DestroyTick |
◆ m_Id
◆ m_LastRenderTick
| int CEntity::m_LastRenderTick |
◆ m_Layer
◆ m_MarkedForDestroy
| bool CEntity::m_MarkedForDestroy |
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protected |
◆ m_Number
◆ m_ObjType
◆ m_pCCollision
◆ m_pChild
◆ m_pGameWorld
◆ m_pNextTypeEntity
| CEntity * CEntity::m_pNextTypeEntity |
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private |
◆ m_Pos
◆ m_pParent
◆ m_pPrevTypeEntity
| CEntity * CEntity::m_pPrevTypeEntity |
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private |
◆ m_ProximityRadius
| float CEntity::m_ProximityRadius |
◆ m_SnapTicks
The documentation for this class was generated from the following files: