Night Sky Engine
A fighting game framework made in Unreal Engine
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ANetworkPawn Class Reference

#include <NetworkPawn.h>

Inheritance diagram for ANetworkPawn:
Collaboration diagram for ANetworkPawn:

Public Member Functions

 ANetworkPawn ()
 
virtual void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override
 
void ServerChecksumCheck (uint32 Checksum, int32 InFrame)
 
void ClientChecksumCheck (uint32 Checksum, int32 InFrame)
 
void ServerGetBattleData (FBattleData InBattleData)
 
void ClientGetBattleData (FBattleData InBattleData)
 
void ServerGetFinishedLoading (bool Finished)
 
void SendGgpoToServer (const TArray< int8 > &GgpoMessage)
 
void SendGgpoToClient (const TArray< int8 > &GgpoMessage)
 
void SendRematchToServer ()
 
void SendRematchToClient ()
 

Public Attributes

bool CharaDataReceived = false
 
bool bRematchAccepted = false
 
class AFighterMultiplayerRunnerFighterMultiplayerRunner = nullptr
 

Protected Member Functions

virtual void BeginPlay () override
 

Detailed Description

Definition at line 13 of file NetworkPawn.h.

Constructor & Destructor Documentation

◆ ANetworkPawn()

ANetworkPawn::ANetworkPawn ( )

Definition at line 13 of file NetworkPawn.cpp.

Member Function Documentation

◆ BeginPlay()

void ANetworkPawn::BeginPlay ( )
overrideprotectedvirtual

Definition at line 21 of file NetworkPawn.cpp.

◆ ClientChecksumCheck()

void ANetworkPawn::ClientChecksumCheck ( uint32 Checksum,
int32 InFrame )

◆ ClientGetBattleData()

void ANetworkPawn::ClientGetBattleData ( FBattleData InBattleData)

◆ GetLifetimeReplicatedProps()

void ANetworkPawn::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > & OutLifetimeProps) const
overridevirtual

Definition at line 26 of file NetworkPawn.cpp.

◆ SendGgpoToClient()

void ANetworkPawn::SendGgpoToClient ( const TArray< int8 > & GgpoMessage)

◆ SendGgpoToServer()

void ANetworkPawn::SendGgpoToServer ( const TArray< int8 > & GgpoMessage)

◆ SendRematchToClient()

void ANetworkPawn::SendRematchToClient ( )

◆ SendRematchToServer()

void ANetworkPawn::SendRematchToServer ( )

◆ ServerChecksumCheck()

void ANetworkPawn::ServerChecksumCheck ( uint32 Checksum,
int32 InFrame )

◆ ServerGetBattleData()

void ANetworkPawn::ServerGetBattleData ( FBattleData InBattleData)

◆ ServerGetFinishedLoading()

void ANetworkPawn::ServerGetFinishedLoading ( bool Finished)

Member Data Documentation

◆ bRematchAccepted

bool ANetworkPawn::bRematchAccepted = false

Definition at line 31 of file NetworkPawn.h.

◆ CharaDataReceived

bool ANetworkPawn::CharaDataReceived = false

Definition at line 29 of file NetworkPawn.h.

◆ FighterMultiplayerRunner

class AFighterMultiplayerRunner* ANetworkPawn::FighterMultiplayerRunner = nullptr

Definition at line 45 of file NetworkPawn.h.


The documentation for this class was generated from the following files: