18#define ACTOR_LOG imageToConsole("gfx/icon16/eye", ICN_SIZE, "Actor Log")
21var
bool autocvar_g_infiniteAmmo =
false;
22var
bool autocvar_ai_debugNav =
false;
25_ncActor_Log(
string className,
string functionName,
float edictNum,
string warnMessage)
27 if (autocvar_g_logTimestamps)
28 printf(
"%s ^9%f ^5%s (%d) ^7: %s\n", ACTOR_LOG, time, functionName, edictNum, warnMessage);
30 printf(
"%s ^5%s (%d) ^7: %s\n", ACTOR_LOG, functionName, edictNum, warnMessage);
32#define ncActor_Log(...) if (autocvar_g_logLevel >= LOGLEVEL_DEBUG) _ncActor_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
99 virtual bool CanSprint(
void);
101 virtual bool CanProne(
void);
103 virtual bool CanCrouch(
void);
105 virtual bool CanLean(
void);
108 virtual float GetForwardSpeed(
void);
110 virtual float GetSideSpeed(
void);
112 virtual float GetBackSpeed(
void);
115 nonvirtual
float GetStamina(
void);
118 nonvirtual
bool IsCrouching(
void);
120 nonvirtual
bool IsProne(
void);
122 nonvirtual
bool IsStanding(
void);
124 nonvirtual
bool IsSprinting(
void);
126 nonvirtual
bool IsLeaning(
void);
130 nonvirtual
bool MaxAmmo(
int);
132 nonvirtual
bool GiveAmmo(
int,
int);
134 nonvirtual
bool UseAmmo(
int,
int);
136 nonvirtual
bool HasAmmo(
int,
int);
138 nonvirtual
int GetReserveAmmo(
int);
142 nonvirtual
bool GiveItem(
string);
143 nonvirtual
bool GiveExactItem(
ncItem);
145 nonvirtual
bool RemoveItem(
string);
147 nonvirtual
bool AddItem(
ncItem);
149 nonvirtual
ncItem GetItem(
string);
151 nonvirtual
bool HasItem(
string);
153 nonvirtual
bool HasExactItem(
ncItem);
155 nonvirtual
bool RemoveAllItems(
bool);
157 nonvirtual
bool RemoveAllWeapons(
void);
159 nonvirtual
string GetCurrentWeapon(
void);
161 nonvirtual
void SwitchToWeapon(
string);
163 nonvirtual
void SwitchToExactWeapon(
ncWeapon);
164 nonvirtual
void SwitchToBestWeapon(
bool);
166 nonvirtual
void LaunchProjectile(
string,
bool,
float);
167 nonvirtual
bool PlantCharge(
string);
170 virtual ncWeapon SortWeaponChain(
void);
172 nonvirtual
ncWeapon GetNextWeapon(
void);
174 nonvirtual
ncWeapon GetPreviousWeapon(
void);
176 nonvirtual
ncWeapon GetLastWeapon(
void);
178 virtual void AddedItemCallback(
ncItem);
179 virtual void SpawnKey(
string,
string);
180 virtual void ReloadCachedAttributes(
void);
183 virtual void ReceiveEvent(
float eventID);
188 virtual void Save(
float);
189 virtual void Restore(
string,
string);
190 virtual void RestoreComplete(
void);
191 virtual void Spawned(
void);
192 virtual void Input(entity,
string,
string);
193 virtual void DebugDraw(
void);
196 virtual void SelectNewSchedule(
void);
197 nonvirtual
void ThinkSchedules(
void);
200 nonvirtual
bool CancelSchedule(
void);
201 nonvirtual
void PerformSchedule(
string);
202 nonvirtual
void MessageSchedule(
string);
203 nonvirtual
bool IsPerforming(
void);
205 nonvirtual
int PathNodeCount(
void);
206 nonvirtual
int PathCurrentNode(
void);
207 nonvirtual vector PathDestination(
void);
210 nonvirtual
void MakeCorpse(
float deathSequence);
216 nonvirtual vector GetRouteMovevalues(
void);
218 nonvirtual vector GetRouteDirection(
void);
220 nonvirtual
void SetMoveSpeedScale(
float);
222 nonvirtual
float GetMoveSpeedScale(
void);
225 virtual void RouteEnded(
void);
227 virtual void RouteClear(
void);
229 virtual void CheckRouteProgression(
void);
231 virtual void RouteToPosition(vector);
233 virtual void RouteToPositionDenyFlags(vector,
int);
235 virtual void ChasePath(
string startPath);
237 virtual void CheckRouteProgression_Path(
void);
239 virtual void Physics_Run(
void);
242 virtual void FiredWeapon(
string,
string);
243 nonvirtual
void __FiredWeapon(
string,
string);
245 virtual void Event_DrawWeapon(
void);
246 virtual void Event_FireWeapon(
void);
247 virtual void Event_ReloadWeaponStart(
void);
248 virtual void Event_ReloadWeapon(
void);
249 virtual void Event_ReloadWeaponEnd(
void);
250 virtual void Event_HolsterWeapon(
void);
256 int m_pathfindingNodeCount;
257 int m_pathfindingCurrentNode;
258 nodeslist_t *m_pathfindingGraph;
259 vector m_pathfindingDestination;
262 float m_timeUntilDroppingRoute;
263 vector m_pathfindingLastPos;
264 entity m_followingEntity;
265 float m_moveSpeedKey;
271 int m_ammoTypes[MAX_AMMO_TYPES];
273 NETWORKED_FLOAT(m_itemStart)
274 NETWORKED_FLOAT(m_currentStamina)
275 float m_weaponCookingTime;
281 string m_sndStepLadderLeft;
282 string m_sndStepLadderRight;
285 string m_sndPainSmall;
286 string m_sndPainMedium;
287 string m_sndPainLarge;
288 string m_sndPainHuge;
289 string m_sndLandSoft;
290 string m_sndLandHard;
291 string m_sndHitArmor;
292 string m_sndHitFlesh;
293 string m_sndAirGaspHeavy;
294 string m_sndAirGaspLight;
296 string m_sndTeleportExit;
297 string m_sndTeleportStart;
298 string m_sndWaterExit;
299 string m_sndWaterEnter;
300 string m_sndWaterWade;
301 string m_sndWaterSwim;
303 string m_sndHealthtake;
305 string m_sndUseSuccess;
309 float m_actIdleCrouch;
310 float m_actIdleProne;
312 float m_actWalkCrouch;
313 float m_actWalkProne;
319 float m_actReloadStart;
321 float m_actReloadEnd;
330.ncWeapon m_activeWeapon;
334void ncActor_ListInventory(
ncActor);
This entity class represents an object with choreographed/free-form movement.
Definition: Actor.h:93
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:70
This entity class represents weapon based items.
Definition: Weapon.h:300
void ncWeapon(void)
Definition: Weapon.qc:18