Table of Contents

Class Entity

Namespace
Netick
Assembly
Netick.dll

Represents a networked entity (object) in Netick.

[IgnoreCodeGen]
public sealed class Entity
Inheritance
Entity
Inherited Members

Fields

BehsHash

public int BehsHash

Field Value

int

BlockIndex

public int BlockIndex

Field Value

int

Engine

public readonly NetickEngine Engine

Field Value

NetickEngine

GroupTableId

public int GroupTableId

Field Value

int

IsMarkedForDestruction

public bool IsMarkedForDestruction

Field Value

bool

LastReceivedTick

public Tick LastReceivedTick

Field Value

Tick

ObjectMeta

public NetickUniqueObjectMeta ObjectMeta

Field Value

NetickUniqueObjectMeta

Position

public Vector3 Position

Field Value

Vector3

RawId

public int RawId

Field Value

int

StateOffsetBytes

public long StateOffsetBytes

Field Value

long

StatePtr

public int* StatePtr

Field Value

int*

StateSizeWords

public long StateSizeWords

Field Value

long

UserEntity

public INetickEntity UserEntity

Field Value

INetickEntity

UserId

public int UserId

Field Value

int

WorldIndex

public int WorldIndex

Field Value

int

Properties

AdaptiveRemoteInterpolation

public AdaptiveRemoteInterpolation AdaptiveRemoteInterpolation { get; }

Property Value

AdaptiveRemoteInterpolation

Id

public int Id { get; }

Property Value

int

InputSource

public NetworkPlayer InputSource { get; set; }

Property Value

NetworkPlayer

InputSourcePlayerId

public NetworkPlayerId InputSourcePlayerId { get; }

Property Value

NetworkPlayerId

InterestGroup

public InterestManagementGroup InterestGroup { get; set; }

Property Value

InterestManagementGroup

IsInputSource

public bool IsInputSource { get; }

Property Value

bool

IsInterested

public bool IsInterested { get; }

Property Value

bool

IsOwner

public bool IsOwner { get; }

Property Value

bool

IsPredicted

public bool IsPredicted { get; }

Property Value

bool

IsProxy

public bool IsProxy { get; }

Property Value

bool

IsResimulating

public bool IsResimulating { get; }

Property Value

bool

Methods

GetStateRef()

public EntityStateRef GetStateRef()

Returns

EntityStateRef

GetStateSizeWords(INetickNetworkScript[])

public static int GetStateSizeWords(INetickNetworkScript[] scripts)

Parameters

scripts INetickNetworkScript[]

Returns

int

InterestMarkAltered(int, int)

public bool InterestMarkAltered(int index, int isInputSourceOnly = 0)

Parameters

index int
isInputSourceOnly int

Returns

bool

InternalDirtify(INetickNetworkScript, int*, int*, int, int, int)

public static void InternalDirtify(INetickNetworkScript script, int* data, int* p, int sizeInWords, int hasOnChanged, int isInputSourceOnly = 0)

Parameters

script INetickNetworkScript
data int*
p int*
sizeInWords int
hasOnChanged int
isInputSourceOnly int

InternalRegOnChanged(INetickNetworkScript, int, int, int, int, int, int, OnChangedEvent)

public static void InternalRegOnChanged(INetickNetworkScript script, int isArray, int invokeDuringResims, int inversePrecision, int propertyStart, int propertyPartIndex, int propertySizeWords, OnChangedEvent onChanged)

Parameters

script INetickNetworkScript
isArray int
invokeDuringResims int
inversePrecision int
propertyStart int
propertyPartIndex int
propertySizeWords int
onChanged OnChangedEvent

InternalRegSmooth(INetickNetworkScript, string, int, float, int)

public static void InternalRegSmooth(INetickNetworkScript script, string propertyName, int offsetInWords, float precision, int vectorFloatFieldsCount)

Parameters

script INetickNetworkScript
propertyName string
offsetInWords int
precision float
vectorFloatFieldsCount int

InvokeGameEngineIntoNetcode()

public void InvokeGameEngineIntoNetcode()

InvokeNetcodeIntoGameEngine()

public void InvokeNetcodeIntoGameEngine()

MarkAltered(int*, int)

public bool MarkAltered(int* p, int isInputSourceOnly = 0)

Parameters

p int*
isInputSourceOnly int

Returns

bool

Move(Vector3)

public void Move(Vector3 newPos)

Parameters

newPos Vector3

SetNarrowphaseInterest(NetworkPlayer, bool)

public void SetNarrowphaseInterest(NetworkPlayer player, bool isInterested)

Parameters

player NetworkPlayer
isInterested bool

SetState(int*, int*, int, int, int)

public void SetState(int* newValue, int* p, int size, int hasOnChanged, int isInputSourceOnly)

Parameters

newValue int*
p int*
size int
hasOnChanged int
isInputSourceOnly int

SetStateFrom(byte*, int, int, bool)

public void SetStateFrom(byte* source, int offsetWords, int sizeWords, bool invokeOnChanged)

Parameters

source byte*
offsetWords int
sizeWords int
invokeOnChanged bool

SetState_Collection(int*, int*, int, int, int, int)

public void SetState_Collection(int* newValue, int* p, int size, int hasOnChanged, int isInputSourceOnly, int collectionHasOnChanged)

Parameters

newValue int*
p int*
size int
hasOnChanged int
isInputSourceOnly int
collectionHasOnChanged int