class
RemotePlayerOnServerRemote player in online session.
Base classes
- class PlayerOnServer
- Player in online session.
Constructors, destructors, conversion operators
Public functions
-
auto OnHandleCollision(std::
shared_ptr<ActorBase> other) -> bool override - Called when the object collides with another object.
-
auto OnLevelChanging(Actors::
ActorBase* initiator, ExitType exitType) -> bool override - Called when the level is about to change.
- void SyncWithServer(Vector2f pos, Vector2f speed, bool isVisible, bool isFacingLeft, bool isActivelyPushing)
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 OnHitSpring(Vector2f pos, Vector2f force, bool keepSpeedX, bool keepSpeedY, bool& removeSpecialMove) override
- Called when a spring is hit.
- void WarpToPosition(Vector2f pos, WarpFlags flags) override
- Warps to a given position.
-
auto TakeDamage(std::
int32_t amount, float pushForce) -> bool override - Takes damage.
-
auto AddAmmo(WeaponType weaponType,
std::
int16_t count) -> bool override - Adds weapon ammo.
-
void AddWeaponUpgrade(WeaponType weaponType,
std::
uint8_t upgrade) override - Adds weapon upgrade.
- auto FireCurrentWeapon(WeaponType weaponType) -> bool override
- Fires currently equipped weapon.
- void EmitWeaponFlare() override
- Emits weapon flare after firing.
- void SetCurrentWeapon(WeaponType weaponType) override
- Sets current weapon.