C# Class idTech4.Game.Entities.idPlayer

Inheritance: idActor
Afficher le fichier Open project: iainmckay/idtech4.net Class Usage Examples

Méthodes publiques

Свойство Type Description
ColorBarTable Vector3[]
SpectateRaise int

Méthodes publiques

Méthode 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

Méthode 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 méthode

public ClientPredictionThink ( ) : void
Résultat void

ClientReceiveEvent() public méthode

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

Collide() public méthode

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

Damage() public méthode

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
Résultat void

DamageFeedback() public méthode

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

GetAASLocation() public méthode

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

GetPhysicsToSoundTransform() public méthode

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

GetPhysicsToVisualTransform() public méthode

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

GetViewPosition() public méthode

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

HandleSingleGuiCommand() public méthode

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

Hide() public méthode

public Hide ( ) : void
Résultat void

ReadFromSnapshot() public méthode

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

Restart() public méthode

public Restart ( ) : void
Résultat void

Restore() public méthode

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

Save() public méthode

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

SelectInitialSpawnPoint() public méthode

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
Résultat void

ServerReceiveEvent() public méthode

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

Show() public méthode

public Show ( ) : void
Résultat void

Spawn() public méthode

public Spawn ( ) : void
Résultat void

SpawnFromSpawnSpot() public méthode

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

SpawnToPoint() public méthode

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
Résultat void

Teleport() public méthode

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
Résultat void

Think() public méthode

public Think ( ) : void
Résultat void

UserInfoChanged() public méthode

public UserInfoChanged ( bool canModify ) : bool
canModify bool
Résultat bool

WriteToSnapshot() public méthode

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

idPlayer() public méthode

public idPlayer ( ) : System
Résultat System

Property Details

ColorBarTable public_oe static_oe property

public static Vector3[] ColorBarTable
Résultat Vector3[]

SpectateRaise public_oe static_oe property

public static int SpectateRaise
Résultat int