18var
bool autocvar_g_infiniteAmmo =
false;
20var
bool autocvar_ai_debugNav =
false;
22_ncActor_Log(
string className,
string functionName,
float edictNum,
string warnMessage)
24 if (autocvar_g_logTimestamps)
25 printf(
"^9%f ^5%s (%d) ^7: %s\n", time, functionName, edictNum, warnMessage);
27 printf(
"^5%s (%d) ^7: %s\n", functionName, edictNum, warnMessage);
29#define ncActor_Log(...) if (autocvar_g_logLevel >= LOGLEVEL_DEBUG) _ncActor_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
96 virtual bool CanSprint(
void);
98 virtual bool CanProne(
void);
100 virtual bool CanCrouch(
void);
102 virtual bool CanLean(
void);
105 virtual float GetForwardSpeed(
void);
107 virtual float GetSideSpeed(
void);
109 virtual float GetBackSpeed(
void);
112 nonvirtual
float GetStamina(
void);
115 nonvirtual
bool IsCrouching(
void);
117 nonvirtual
bool IsProne(
void);
119 nonvirtual
bool IsStanding(
void);
121 nonvirtual
bool IsSprinting(
void);
123 nonvirtual
bool IsLeaning(
void);
127 nonvirtual
bool MaxAmmo(
int);
129 nonvirtual
bool GiveAmmo(
int,
int);
131 nonvirtual
bool UseAmmo(
int,
int);
133 nonvirtual
bool HasAmmo(
int,
int);
135 nonvirtual
int GetReserveAmmo(
int);
139 nonvirtual
bool GiveItem(
string);
141 nonvirtual
bool RemoveItem(
string);
143 nonvirtual
bool AddItem(
ncItem);
145 nonvirtual
bool HasItem(
string);
147 nonvirtual
bool HasExactItem(
ncItem);
149 nonvirtual
bool RemoveAllItems(
bool);
151 nonvirtual
bool RemoveAllWeapons(
void);
153 nonvirtual
string GetCurrentWeapon(
void);
155 nonvirtual
void SwitchToWeapon(
string);
157 nonvirtual
void SwitchToExactWeapon(
ncWeapon);
158 nonvirtual
void SwitchToBestWeapon(
bool);
160 nonvirtual
void LaunchProjectile(
string,
bool,
float);
161 nonvirtual
bool PlantCharge(
string);
164 virtual ncWeapon SortWeaponChain(
void);
166 nonvirtual
ncWeapon GetNextWeapon(
void);
168 nonvirtual
ncWeapon GetPreviousWeapon(
void);
170 nonvirtual
ncWeapon GetLastWeapon(
void);
172 virtual void AddedItemCallback(
ncItem);
173 virtual void SpawnKey(
string,
string);
177 virtual void Save(
float);
178 virtual void Restore(
string,
string);
179 virtual void RestoreComplete(
void);
180 virtual void Spawned(
void);
181 virtual void Input(entity,
string,
string);
182 virtual void DebugDraw(
void);
185 virtual void SelectNewSchedule(
void);
186 nonvirtual
void ThinkSchedules(
void);
189 nonvirtual
bool CancelSchedule(
void);
190 nonvirtual
void PerformSchedule(
string);
191 nonvirtual
void MessageSchedule(
string);
192 nonvirtual
bool IsPerforming(
void);
198 nonvirtual vector GetRouteMovevalues(
void);
200 nonvirtual vector GetRouteDirection(
void);
202 nonvirtual
void SetMoveSpeedScale(
float);
204 nonvirtual
float GetMoveSpeedScale(
void);
207 virtual void RouteEnded(
void);
209 virtual void RouteClear(
void);
211 virtual void CheckRouteProgression(
void);
213 virtual void RouteToPosition(vector);
215 virtual void RouteToPositionDenyFlags(vector,
int);
217 virtual void ChasePath(
string startPath);
219 virtual void CheckRouteProgression_Path(
void);
221 virtual void Physics_Run(
void);
229 nodeslist_t *m_pRoute;
230 vector m_vecLastNode;
231 vector m_vecTurnAngle;
234 float _m_flRouteGiveUp;
235 vector _m_vecRoutePrev;
236 vector m_vecRouteEntity;
238 float m_flMoveSpeedKey;
243 string m_sndStepLadderLeft;
244 string m_sndStepLadderRight;
247 string m_sndPainSmall;
248 string m_sndPainMedium;
249 string m_sndPainLarge;
250 string m_sndPainHuge;
251 string m_sndLandSoft;
252 string m_sndLandHard;
253 string m_sndHitArmor;
254 string m_sndHitFlesh;
255 string m_sndAirGaspHeavy;
256 string m_sndAirGaspLight;
258 string m_sndTeleportExit;
259 string m_sndTeleportStart;
260 string m_sndWaterExit;
261 string m_sndWaterEnter;
262 string m_sndWaterWade;
263 string m_sndWaterSwim;
265 string m_sndHealthtake;
267 string m_sndUseSuccess;
269 float nadeCookingTime;
271 int m_iAmmoTypes[MAX_AMMO_TYPES];
274 NETWORKED_FLOAT(m_flFirstInventoryItem)
275 NETWORKED_FLOAT(m_flStamina)
280.ncWeapon m_activeWeapon;
284void ncActor_ListInventory(
ncActor);
This entity class represents an object with choreographed/free-form movement.
Definition: Actor.h:90
virtual bool CanCrouch(void)
Returns if this class is capable of crouching.
ncEntity is the lowest of the user-accessible entity class.
Definition: Entity.h:75
This entity class represents inventory items, weapons.
Definition: Item.h:138
This entity represents an ncRenderableEntity with interactive surface properties.
Definition: SurfacePropEntity.h:52
This entity class represents weapon based items.
Definition: Weapon.h:298
void ncWeapon(void)
Definition: Weapon.qc:18