Zap::EngineeredObject class Reference
Zap::EngineeredObject Class Reference
#include <engineeredObjects.h>
Inheritance diagram for Zap::EngineeredObject:
Member Typedef Documentation
Member Enumeration Documentation
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- Enumeration values:
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InitialMask |
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HealthMask |
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TeamMask |
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NextFreeMask |
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Constructor & Destructor Documentation
Zap::EngineeredObject::EngineeredObject |
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S32 |
team = -1, |
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Point |
anchorPoint = Point(), |
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Point |
anchorNormal = Point() |
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) |
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Member Function Documentation
void Zap::EngineeredObject::setResource |
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Item * |
resource |
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bool Zap::EngineeredObject::checkDeploymentPosition |
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void Zap::EngineeredObject::computeExtent |
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virtual void Zap::EngineeredObject::onDestroyed |
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[inline, virtual] |
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virtual void Zap::EngineeredObject::onDisabled |
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[inline, virtual] |
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virtual void Zap::EngineeredObject::onEnabled |
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[inline, virtual] |
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bool Zap::EngineeredObject::isEnabled |
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void Zap::EngineeredObject::processArguments |
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S32 |
argc, |
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const char ** |
argv |
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) |
[virtual] |
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void Zap::EngineeredObject::explode |
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bool Zap::EngineeredObject::isDestroyed |
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[inline, virtual] |
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void Zap::EngineeredObject::setOwner |
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Ship * |
owner |
) |
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U32 Zap::EngineeredObject::packUpdate |
( |
GhostConnection * |
connection, |
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U32 |
updateMask, |
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BitStream * |
stream |
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) |
[virtual] |
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Write the object's state to a packet.
packUpdate is called on an object when it is to be written into a packet stream for transmission to the client. The updateMask parameter contains the out-of-date state mask for the object. The initial update mask for any object to a client will always be 0xFFFFFFFF, signifying that all states are out of date. It is often useful to check for this mask, to write one-time initialization information for that object.
Reimplemented from TNL::NetObject.
Reimplemented in Zap::Turret. |
void Zap::EngineeredObject::unpackUpdate |
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GhostConnection * |
connection, |
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BitStream * |
stream |
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) |
[virtual] |
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Unpack data written by packUpdate().
unpackUpdate is called on the client to read an update out of a packet's bit stream. Because the update mask is not encoded by the network system directly, each unpack update function will have to determine from the bit stream which states are being updated.
Reimplemented from TNL::NetObject.
Reimplemented in Zap::Turret. |
void Zap::EngineeredObject::damageObject |
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DamageInfo * |
damageInfo |
) |
[virtual] |
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bool Zap::EngineeredObject::collide |
( |
GameObject * |
hitObject |
) |
[inline, virtual] |
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F32 Zap::EngineeredObject::getHealth |
( |
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[inline, virtual] |
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Field Documentation