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| ComponentCarriedWeaponT () |
| The constructor. More...
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| ComponentCarriedWeaponT (const ComponentCarriedWeaponT &Comp) |
| The copy constructor. More...
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bool | IsAvail () const |
| Returns whether this weapon is available to the player. More...
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ComponentCarriedWeaponT * | Clone () const override |
| The virtual copy constructor. More...
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const char * | GetName () const override |
| Returns the name of this component. More...
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void | PreCache () override |
| Initializes any resources that may be needed on the client or server ahead of time. More...
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void | OnPostLoad (bool OnlyStatic) override |
| This method is called after all entities and their components have been loaded. More...
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const cf::TypeSys::TypeInfoT * | GetType () const |
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| ComponentBaseT () |
| The constructor. More...
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| ComponentBaseT (const ComponentBaseT &Comp) |
| The copy constructor. More...
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virtual | ~ComponentBaseT () |
| The virtual destructor. More...
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EntityT * | GetEntity () const |
| Returns the parent entity that contains this component, or NULL if this component is currently not a part of any entity. More...
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TypeSys::VarManT & | GetMemberVars () |
| Returns the variable manager that keeps generic references to our member variables, providing a simple kind of "reflection" or "type introspection" feature. More...
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template<class T > |
void | SetMember (const char *Name, const T &Value) |
| Sets the member variable with the given name to the given value. More...
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ArrayT< ApproxBaseT * > & | GetInterpolators () |
| Returns the interpolators that have been registered with this component. More...
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bool | InitClientApprox (const char *VarName) |
| Registers the member variable with the given name for interpolation over client frames in order to bridge the larger intervals between server frames. More...
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void | Serialize (cf::Network::OutStreamT &Stream) const |
| Writes the current state of this component into the given stream. More...
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void | Deserialize (cf::Network::InStreamT &Stream, bool IsIniting) |
| Reads the state of this component from the given stream, and updates the component accordingly. More...
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bool | CallLuaMethod (const char *MethodName, int NumExtraArgs, const char *Signature="",...) |
| Calls the given Lua method of this component. More...
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virtual void | UpdateDependencies (EntityT *Entity) |
| This method is called whenever something "external" to this component has changed: More...
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virtual unsigned int | GetEditorColor () const |
| Returns a color that the Map Editor can use to render the representation of this component's entity. More...
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virtual BoundingBox3fT | GetEditorBB () const |
| Returns a bounding-box that the Map Editor can use to render the representation of this component's entity and for related hit tests in the 2D and 3D views after mouse clicks. More...
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virtual BoundingBox3fT | GetCullingBB () const |
| This method returns a bounding-box that encloses the visual representation of this component. More...
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virtual const
cf::ClipSys::ClipModelT * | GetClipModel () |
| This method returns the clip model of this component, if any. More...
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virtual bool | Render (bool FirstPersonView, float LodDist) const |
| This method implements the graphical output of this component. More...
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virtual void | PostRender (bool FirstPersonView) |
| This method provides an opportunity for another render pass. More...
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virtual bool | OnInputEvent (const CaKeyboardEventT &KE) |
| This method handles keyboard input events. More...
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virtual bool | OnInputEvent (const CaMouseEventT &ME, float PosX, float PosY) |
| This method handles mouse input events. More...
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void | OnServerFrame (float t) |
| Advances the component one frame (one "clock-tick") on the server. More...
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void | OnClientFrame (float t) |
| Advances the component one frame (one "clock-tick") on the client. More...
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unsigned int | GetRefCount () const |
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This component represents a weapon that a player can pick up and use.
void ComponentCarriedWeaponT::OnPostLoad |
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bool |
OnlyStatic | ) |
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overridevirtual |
This method is called after all entities and their components have been loaded.
It is called only once when the static part of world initializatzion is complete, i.e. after the initial values of all entities and their components have been set. Components can override this method in order act / do something / add custom behaviour at that time.
For example, a choice component can use it to set the associated text component to the initial selection, a script component can forward it to the script by calling a related script function, a component that for backwards-compatibility supports reading old variables can convert to new ones, etc.
- Parameters
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OnlyStatic | true if only the loading of static data is desired, e.g. when the world is instantiated in the Map Editor, false if also user-defined scripts with custom, initial behaviour should be loaded. Also see WorldT::InitFlagsT::InitFlag_OnlyStatic for related information. |
Reimplemented from cf::GameSys::ComponentBaseT.