C# 클래스 idTech4.Game.Entities.idPlayer

상속: idActor
파일 보기 프로젝트 열기: iainmckay/idtech4.net 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
ColorBarTable Vector3[]
SpectateRaise int

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

ClientPredictionThink() 공개 메소드

public ClientPredictionThink ( ) : void
리턴 void

ClientReceiveEvent() 공개 메소드

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

Collide() 공개 메소드

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

Damage() 공개 메소드

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
리턴 void

DamageFeedback() 공개 메소드

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

GetAASLocation() 공개 메소드

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

GetPhysicsToSoundTransform() 공개 메소드

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

GetPhysicsToVisualTransform() 공개 메소드

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

GetViewPosition() 공개 메소드

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

HandleSingleGuiCommand() 공개 메소드

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

Hide() 공개 메소드

public Hide ( ) : void
리턴 void

ReadFromSnapshot() 공개 메소드

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

Restart() 공개 메소드

public Restart ( ) : void
리턴 void

Restore() 공개 메소드

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

Save() 공개 메소드

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

SelectInitialSpawnPoint() 공개 메소드

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
리턴 void

ServerReceiveEvent() 공개 메소드

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

Show() 공개 메소드

public Show ( ) : void
리턴 void

Spawn() 공개 메소드

public Spawn ( ) : void
리턴 void

SpawnFromSpawnSpot() 공개 메소드

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

SpawnToPoint() 공개 메소드

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
리턴 void

Teleport() 공개 메소드

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
리턴 void

Think() 공개 메소드

public Think ( ) : void
리턴 void

UserInfoChanged() 공개 메소드

public UserInfoChanged ( bool canModify ) : bool
canModify bool
리턴 bool

WriteToSnapshot() 공개 메소드

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

idPlayer() 공개 메소드

public idPlayer ( ) : System
리턴 System

프로퍼티 상세

ColorBarTable 공개적으로 정적으로 프로퍼티

public static Vector3[] ColorBarTable
리턴 Vector3[]

SpectateRaise 공개적으로 정적으로 프로퍼티

public static int SpectateRaise
리턴 int