C# Class idTech4.Game.Entities.idPlayer

Inheritance: idActor
Show file Open project: iainmckay/idtech4.net Class Usage Examples

Public Properties

Property Type Description
ColorBarTable Vector3[]
SpectateRaise int

Public Methods

Method Description
ClientPredictionThink ( ) : void
ClientReceiveEvent ( int ev, int time, idBitMsg msg ) : bool
Collide ( object collision, Vector3 velocity ) : bool
Damage ( idEntity inflictor, idEntity attacker, Vector3 direction, string damageDefName, float damageScale, int location ) : void
DamageFeedback ( idEntity victim, idEntity inflictor, int &damage ) : void
GetAASLocation ( object aas, Vector3 position, int &areaNum ) : void
GetPhysicsToSoundTransform ( Vector3 &origin, Matrix &axis ) : bool
GetPhysicsToVisualTransform ( Vector3 &origin, Matrix &axis ) : bool
GetViewPosition ( Vector3 &origin, Matrix &axis ) : void
HandleSingleGuiCommand ( idEntity entityGui, Text lexer ) : bool
Hide ( ) : void
ReadFromSnapshot ( idBitMsgDelta msg ) : void
Restart ( ) : void
Restore ( object savefile ) : void
Save ( object savefile ) : void
SelectInitialSpawnPoint ( Vector3 &origin, idAngles &angles ) : void

Try to find a spawn point marked 'initial', otherwise use normal spawn selection.

ServerReceiveEvent ( int ev, int time, idBitMsg msg ) : bool
Show ( ) : void
Spawn ( ) : void
SpawnFromSpawnSpot ( ) : void

Chooses a spawn point and spawns the player.

SpawnToPoint ( Vector3 origin, idAngles angles ) : void

Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState when called here with spectating set to true, just place yourself and init.

Teleport ( Vector3 origin, idAngles angles, idEntity destination ) : void

Use exitEntityNum to specify a teleport with private camera view and delayed exit.

Think ( ) : void
UserInfoChanged ( bool canModify ) : bool
WriteToSnapshot ( idBitMsgDelta msg ) : void
idPlayer ( ) : System

Private Methods

Method Description
CalculateFieldOfView ( bool honorZoom ) : float

Fixed fov at intermissions, otherwise account for fov variable and zooms.

CalculateFirstPersonView ( ) : void
CalculateRenderView ( ) : void

Create the renderView for the current tic.

Init ( ) : void
SetClipModel ( ) : void
UpdateDeltaViewAngles ( idAngles angles ) : void

Method Details

ClientPredictionThink() public method

public ClientPredictionThink ( ) : void
return void

ClientReceiveEvent() public method

public ClientReceiveEvent ( int ev, int time, idBitMsg msg ) : bool
ev int
time int
msg idBitMsg
return bool

Collide() public method

public Collide ( object collision, Vector3 velocity ) : bool
collision object
velocity Vector3
return bool

Damage() public method

public Damage ( idEntity inflictor, idEntity attacker, Vector3 direction, string damageDefName, float damageScale, int location ) : void
inflictor idTech4.Game.idEntity
attacker idTech4.Game.idEntity
direction Vector3
damageDefName string
damageScale float
location int
return void

DamageFeedback() public method

public DamageFeedback ( idEntity victim, idEntity inflictor, int &damage ) : void
victim idTech4.Game.idEntity
inflictor idTech4.Game.idEntity
damage int
return void

GetAASLocation() public method

public GetAASLocation ( object aas, Vector3 position, int &areaNum ) : void
aas object
position Vector3
areaNum int
return void

GetPhysicsToSoundTransform() public method

public GetPhysicsToSoundTransform ( Vector3 &origin, Matrix &axis ) : bool
origin Vector3
axis Matrix
return bool

GetPhysicsToVisualTransform() public method

public GetPhysicsToVisualTransform ( Vector3 &origin, Matrix &axis ) : bool
origin Vector3
axis Matrix
return bool

GetViewPosition() public method

public GetViewPosition ( Vector3 &origin, Matrix &axis ) : void
origin Vector3
axis Matrix
return void

HandleSingleGuiCommand() public method

public HandleSingleGuiCommand ( idEntity entityGui, Text lexer ) : bool
entityGui idTech4.Game.idEntity
lexer Text
return bool

Hide() public method

public Hide ( ) : void
return void

ReadFromSnapshot() public method

public ReadFromSnapshot ( idBitMsgDelta msg ) : void
msg idBitMsgDelta
return void

Restart() public method

public Restart ( ) : void
return void

Restore() public method

public Restore ( object savefile ) : void
savefile object
return void

Save() public method

public Save ( object savefile ) : void
savefile object
return void

SelectInitialSpawnPoint() public method

Try to find a spawn point marked 'initial', otherwise use normal spawn selection.
public SelectInitialSpawnPoint ( Vector3 &origin, idAngles &angles ) : void
origin Vector3
angles idTech4.Math.idAngles
return void

ServerReceiveEvent() public method

public ServerReceiveEvent ( int ev, int time, idBitMsg msg ) : bool
ev int
time int
msg idBitMsg
return bool

Show() public method

public Show ( ) : void
return void

Spawn() public method

public Spawn ( ) : void
return void

SpawnFromSpawnSpot() public method

Chooses a spawn point and spawns the player.
public SpawnFromSpawnSpot ( ) : void
return void

SpawnToPoint() public method

Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState when called here with spectating set to true, just place yourself and init.
public SpawnToPoint ( Vector3 origin, idAngles angles ) : void
origin Vector3
angles idTech4.Math.idAngles
return void

Teleport() public method

Use exitEntityNum to specify a teleport with private camera view and delayed exit.
public Teleport ( Vector3 origin, idAngles angles, idEntity destination ) : void
origin Vector3
angles idTech4.Math.idAngles
destination idTech4.Game.idEntity
return void

Think() public method

public Think ( ) : void
return void

UserInfoChanged() public method

public UserInfoChanged ( bool canModify ) : bool
canModify bool
return bool

WriteToSnapshot() public method

public WriteToSnapshot ( idBitMsgDelta msg ) : void
msg idBitMsgDelta
return void

idPlayer() public method

public idPlayer ( ) : System
return System

Property Details

ColorBarTable public static property

public static Vector3[] ColorBarTable
return Vector3[]

SpectateRaise public static property

public static int SpectateRaise
return int