RemotablePlayer class
Remotable player in online session.
A client-side player whose control can be driven remotely by the server. The server can move it, warp it in and queue respawns, while local input and weapon changes are reconciled with the authoritative server state.
Base classes
- class MpPlayer
- Player in online session.
Constructors, destructors, conversion operators
-
RemotablePlayer(std::
shared_ptr<PeerDescriptor> peerDesc) - Creates a new instance.
Public functions
- void WarpIn(ExitType exitType)
- Warps the player in.
- void MoveRemotely(Vector2f pos, Vector2f speed, Vector2f externalForce = Vector2f::Zero)
- Moves the player remotely.
- auto Respawn(Vector2f pos) -> bool override
- Respawns the player.
Public variables
- bool ChangingWeaponFromServer
- Whether current weapon is being changed by the server.
- bool RespawnPending
- Whether the player should be respawned.
- Vector2f RespawnPos
- The position at which the player should respawn.
Protected functions
- auto OnActivatedAsync(const ActorActivationDetails& details) -> Task<bool> override
- Called when the object is created and activated.
- auto OnPerish(ActorBase* collider) -> bool override
- Called when the object has no health left and should perish.
- void OnUpdate(float timeMult) override
- Called every frame to update the object state.
- void OnWaterSplash(Vector2f pos, bool inwards) override
- Called when water should splash.
- auto FireCurrentWeapon(WeaponType weaponType) -> bool override
- Fires currently equipped weapon.
- void SetCurrentWeapon(WeaponType weaponType, SetCurrentWeaponReason reason) override
- Sets current weapon.
Function documentation
Jazz2:: Actors:: Multiplayer:: RemotablePlayer:: RemotablePlayer(std:: shared_ptr<PeerDescriptor> peerDesc)
Creates a new instance.
| Parameters | |
|---|---|
| peerDesc | Descriptor of the peer this player belongs to |