| AdjustTimestamp(long) |
void |
Update the time offset.
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| ClearWorld() |
void |
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| DelayPlayerMove() |
void |
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| Disconnected() |
void |
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| EnterWorld() |
void |
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| FallingHandler(object, object, bool) |
void |
Called by the Physics System when a mobs (or players) falling state has changed.
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| FollowTerrainHandler(object, ObjectPropertyChangeEventArgs) |
void |
Runs when the follow terrain property is changed for a mob/player.
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| GetMobNodes() |
List<AtavismMobNode> |
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| GetObjectNode(long) |
AtavismObjectNode |
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| GetObjectNode(OID) |
AtavismObjectNode |
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| GetObjectNode(string) |
AtavismObjectNode |
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| GetObjectNodeNames() |
List<string> |
Returns a list of all ObjectNode names. This is used by scripting.
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| GetObjectOidList() |
List<long> |
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| GetObjectStub(long) |
AtavismWorldManager.ObjectStub |
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| HandleDirection(BaseWorldMessage) |
void |
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| HandleDirLocOrient(BaseMessage) |
void |
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| HandleFreeObject(BaseWorldMessage) |
void |
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| HandleInvokeEffect(BaseWorldMessage) |
void |
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| HandleLogout(BaseWorldMessage) |
void |
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| HandleMobPath(BaseWorldMessage) |
void |
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| HandleModelInfo(BaseWorldMessage) |
void |
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| HandleNewObject(BaseWorldMessage) |
void |
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| HandleOrientation(BaseWorldMessage) |
void |
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| HandleTerrainConfig(BaseWorldMessage) |
void |
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| HandleWorldAccessResponse(BaseWorldMessage) |
void |
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| HandleWorldFileName(BaseWorldMessage) |
void |
Handles the world file message from the server. This clears the old scene and loads in the new
world files based on the world file name from the message.
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| InputControllerActivated(AtavismInputController) |
void |
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| JumpHandler(object, ObjectPropertyChangeEventArgs) |
void |
Runs when another players/mob jump state has changed. If true, then we need to tell the physics
system to make this character jump on our screen.
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| LateUpdate() |
void |
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| MobFacingHandler(object, ObjectPropertyChangeEventArgs) |
void |
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| OnObjectPropertyChange(string, AtavismObjectNode) |
void |
Invoke object property change events
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| PlayerSpeedHandler(object, ObjectPropertyChangeEventArgs) |
void |
Runs when the movement speed property is changed for a mob/player. If it is the player who is running
this client then we need to set their movement speed in the inputHandler.
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| RegisterObjectPropertyChangeHandler(string, ObjectPropertyChangeEventHandler) |
void |
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| RemoveObject(long) |
void |
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| RemoveObjectNode(long) |
void |
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| RemoveObjectPropertyChangeHandler(string, ObjectPropertyChangeEventHandler) |
void |
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| RequestShutdown(string) |
void |
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| RotatingHandler(object, ObjectPropertyChangeEventArgs) |
void |
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| SendDirectionMessage(AtavismPlayer, float) |
void |
|
| SendDirLocOrientMessage(AtavismPlayer, float) |
void |
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| SendFallEnded() |
void |
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| SendFallStarted() |
void |
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| SendHeartBeatMessage() |
void |
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| SendJumpStarted() |
void |
Called by the Physics System when the player has told their character to jump. Sends a message
out to the server so all players nearby will see them jump.
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| SendOrientationMessage(AtavismPlayer, float) |
void |
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| SendPlayerData(object, Timers.ElapsedEventArgs) |
void |
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| SendPlayerRotationDiration(float) |
void |
Called by the Physics System when the player has told their character to jump. Sends a message
out to the server so all players nearby will see them jump.
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| SetGameObject(AtavismObjectNode, string, string, Vector3, Quaternion) |
GameObject |
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| Update() |
void |
|