Method | Description | |
---|---|---|
AllocEdict ( ) : |
ED_Alloc Either finds a free edict, or allocates a new one. Try to avoid reusing an entity that was recently freed, because it can cause the client to think the entity morphed into something else instead of being removed and recreated, which can cause interpolated angles and bad trails.
|
|
CheckBottom ( |
SV_CheckBottom
|
|
ClearWorld ( ) : void |
SV_ClearWorld called after the world model has been loaded, before linking any entities
|
|
EdictNum ( int n ) : |
EDICT_NUM
|
|
EdictToProg ( |
EDICT_TO_PROG(e)
|
|
FreeEdict ( |
ED_Free Marks the edict as free FIXME: walk all entities and NULL out references to this entity
|
|
LinkEdict ( |
SV_LinkEdict Needs to be called any time an entity changes origin, mins, maxs, or solid flags ent->v.modified sets ent->v.absmin and ent->v.absmax if touchtriggers, calls prog functions for the intersected triggers
|
|
Move ( Vector3 &start, Vector3 &mins, Vector3 &maxs, Vector3 &end, int type, |
SV_Move mins and maxs are relative if the entire move stays in a solid volume, trace.allsolid will be set if the starting point is in a solid, it will be allowed to move out to an open area nomonsters is used for line of sight or edge testing, where mosnters shouldn't be considered solid objects passedict is explicitly excluded from clipping checks (normally NULL)
|
|
MoveStep ( |
SV_movestep Called by monster program code. The move will be adjusted for slopes and stairs, but if the move isn't possible, no move is done, false is returned, and pr_global_struct.trace_normal is set to the normal of the blocking wall
|
|
MoveToGoal ( ) : void |
SV_MoveToGoal
|
|
NumForEdict ( |
NUM_FOR_EDICT
|
|
Physics ( ) : void |
SV_Physics
|
|
PointContents ( Vector3 &p ) : int |
SV_PointContents
|
|
ProgToEdict ( int e ) : |
PROG_TO_EDICT(e) Offset in bytes!
|
|
RecursiveHullCheck ( |
SV_RecursiveHullCheck
|
|
RunClients ( ) : void |
SV_RunClients
|
|
SetIdealPitch ( ) : void |
SV_SetIdealPitch
|
|
UnlinkEdict ( |
SV_UnlinkEdict call before removing an entity, and before trying to move one, so it doesn't clip against itself flags ent->v.modified
|
Method | Description | |
---|---|---|
Accelerate ( ) : void |
SV_Accelerate
|
|
AddGravity ( |
SV_AddGravity
|
|
AirAccelerate ( Vector3 wishveloc ) : void |
SV_AirAccelerate
|
|
AirMove ( ) : void |
SV_AirMove
|
|
CheckStuck ( |
SV_CheckStuck This is a big hack to try and fix the rare case of getting stuck in the world clipping hull.
|
|
CheckVelocity ( |
SV_CheckVelocity
|
|
CheckWater ( |
SV_CheckWater
|
|
CheckWaterTransition ( |
SV_CheckWaterTransition
|
|
ClientThink ( ) : void |
SV_ClientThink the move fields specify an intended velocity in pix/sec the angle fields specify an exact angular motion in degrees
|
|
ClipMoveToEntity ( |
SV_ClipMoveToEntity Handles selection or creation of a clipping hull, and offseting (and eventually rotation) of the end points
|
|
ClipToLinks ( |
SV_ClipToLinks Mins and maxs enclose the entire area swept by the move
|
|
ClipVelocity ( |
ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall)
|
|
CloseEnough ( |
SV_CloseEnough
|
|
CreateAreaNode ( int depth, Vector3 &mins, Vector3 &maxs ) : |
SV_CreateAreaNode
|
|
DropPunchAngle ( ) : void | ||
FindTouchedLeafs ( |
SV_FindTouchedLeafs
|
|
FixCheckBottom ( |
SV_FixCheckBottom
|
|
FlyMove ( |
SV_FlyMove The basic solid body movement clip that slides along multiple planes Returns the clipflags if the velocity was modified (hit something solid) 1 = floor 2 = wall / step 4 = dead stop If steptrace is not NULL, the trace of any vertical wall hit will be stored
|
|
HullForBox ( Vector3 &mins, Vector3 &maxs ) : |
||
HullForEntity ( |
SV_HullForEntity Returns a hull that can be used for testing or clipping an object of mins/maxs size. Offset is filled in to contain the adjustment that must be added to the testing object's origin to get a point to use with the returned hull.
|
|
HullPointContents ( |
SV_HullPointContents
|
|
Impact ( |
SV_Impact Two entities have touched, so run their touch functions
|
|
InitBoxHull ( ) : void |
SV_InitBoxHull Set up the planes and clipnodes so that the six floats of a bounding box can just be stored out and get a proper hull_t structure.
|
|
Move ( |
||
MoveBounds ( Vector3 &start, Vector3 &mins, Vector3 &maxs, Vector3 &end, Vector3 &boxmins, Vector3 &boxmaxs ) : void |
SV_MoveBounds
|
|
NewChaseDir ( |
SV_NewChaseDir
|
|
Physics_Client ( |
SV_Physics_Client Player character actions
|
|
Physics_Noclip ( |
SV_Physics_Noclip A moving object that doesn't obey physics
|
|
Physics_None ( |
SV_Physics_None Non moving objects can only think
|
|
Physics_Pusher ( |
SV_Physics_Pusher
|
|
Physics_Step ( |
SV_Physics_Step
|
|
Physics_Toss ( |
SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing.
|
|
PushEntity ( |
PushEntity Does not change the entities velocity at all
|
|
PushMove ( |
SV_PushMove
|
|
ReadClientMessage ( ) : bool |
SV_ReadClientMessage Returns false if the client should be killed
|
|
ReadClientMove ( |
SV_ReadClientMove
|
|
RunThink ( |
SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself.
|
|
Server ( ) : System | ||
StepDirection ( |
SV_StepDirection Turns to the movement direction, and walks the current distance if facing it.
|
|
TestEntityPosition ( |
SV_TestEntityPosition This could be a lot more efficient...
|
|
TouchLinks ( |
SV_TouchLinks
|
|
TryUnstick ( |
SV_TryUnstick Player has come to a dead stop, possibly due to the problem with limited float precision at some angle joins in the BSP hull. Try fixing by pushing one pixel in each direction. This is a hack, but in the interest of good gameplay...
|
|
UserFriction ( ) : void |
SV_UserFriction
|
|
WalkMove ( |
SV_WalkMove Only used by players
|
|
WallFriction ( |
SV_WallFriction
|
|
WaterJump ( ) : void |
SV_WaterJump
|
|
WaterMove ( ) : void |
SV_WaterMove
|
public static CheckBottom ( |
||
ent | ||
return | bool |
public static EdictToProg ( |
||
e | ||
return | int |
public static FreeEdict ( |
||
ed | ||
return | void |
public static LinkEdict ( |
||
ent | ||
touch_triggers | bool | |
return | void |
public static Move ( Vector3 &start, Vector3 &mins, Vector3 &maxs, Vector3 &end, int type, |
||
start | Vector3 | |
mins | Vector3 | |
maxs | Vector3 | |
end | Vector3 | |
type | int | |
passedict | ||
return |
public static MoveStep ( |
||
ent | ||
move | ||
relink | bool | |
return | bool |
public static NumForEdict ( |
||
e | ||
return | int |
public static PointContents ( Vector3 &p ) : int | ||
p | Vector3 | |
return | int |
public static ProgToEdict ( int e ) : |
||
e | int | |
return |
public static RecursiveHullCheck ( |
||
hull | ||
num | int | |
p1f | float | |
p2f | float | |
p1 | Vector3 | |
p2 | Vector3 | |
trace | ||
return | bool |
public static UnlinkEdict ( |
||
ent | ||
return | void |