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__))
78 virtual bool CanSprint(
void);
80 virtual bool CanProne(
void);
82 virtual bool CanCrouch(
void);
84 virtual bool CanLean(
void);
87 virtual float GetForwardSpeed(
void);
89 virtual float GetSideSpeed(
void);
91 virtual float GetBackSpeed(
void);
94 nonvirtual
float GetStamina(
void);
97 nonvirtual
bool IsCrouching(
void);
99 nonvirtual
bool IsProne(
void);
101 nonvirtual
bool IsStanding(
void);
103 nonvirtual
bool IsSprinting(
void);
105 nonvirtual
bool IsLeaning(
void);
109 nonvirtual
bool MaxAmmo(
int);
111 nonvirtual
bool GiveAmmo(
int,
int);
113 nonvirtual
bool UseAmmo(
int,
int);
115 nonvirtual
bool HasAmmo(
int,
int);
117 nonvirtual
int GetReserveAmmo(
int);
121 nonvirtual
bool GiveItem(
string);
123 nonvirtual
bool RemoveItem(
string);
125 nonvirtual
bool AddItem(
ncItem);
127 nonvirtual
bool HasItem(
string);
129 nonvirtual
bool HasExactItem(
ncItem);
131 nonvirtual
bool RemoveAllItems(
bool);
133 nonvirtual
bool RemoveAllWeapons(
void);
135 nonvirtual
string GetCurrentWeapon(
void);
137 nonvirtual
void SwitchToWeapon(
string);
139 nonvirtual
void SwitchToExactWeapon(
ncWeapon);
140 nonvirtual
void SwitchToBestWeapon(
bool);
142 nonvirtual
void LaunchProjectile(
string,
bool,
float);
143 nonvirtual
bool PlantCharge(
string);
146 virtual ncWeapon SortWeaponChain(
void);
148 nonvirtual
ncWeapon GetNextWeapon(
void);
150 nonvirtual
ncWeapon GetPreviousWeapon(
void);
152 nonvirtual
ncWeapon GetLastWeapon(
void);
154 virtual void AddedItemCallback(
ncItem);
155 virtual void SpawnKey(
string,
string);
159 virtual void Save(
float);
160 virtual void Restore(
string,
string);
161 virtual void RestoreComplete(
void);
162 virtual void Spawned(
void);
163 virtual void Input(entity,
string,
string);
164 virtual void DebugDraw(
void);
167 virtual void SelectNewSchedule(
void);
168 nonvirtual
void ScheduleThink(
void);
171 nonvirtual
bool CancelSchedule(
void);
172 nonvirtual
void PerformSchedule(
string);
173 nonvirtual
void MessageSchedule(
string);
174 nonvirtual
bool IsPerforming(
void);
180 nonvirtual vector GetRouteMovevalues(
void);
182 nonvirtual vector GetRouteDirection(
void);
184 nonvirtual
void SetMoveSpeedScale(
float);
186 nonvirtual
float GetMoveSpeedScale(
void);
189 virtual void RouteEnded(
void);
191 virtual void RouteClear(
void);
193 virtual void CheckRouteProgression(
void);
195 virtual void RouteToPosition(vector);
197 virtual void RouteToPositionDenyFlags(vector,
int);
199 virtual void ChasePath(
string startPath);
201 virtual void CheckRouteProgression_Path(
void);
203 virtual void Physics_Run(
void);
211 nodeslist_t *m_pRoute;
212 vector m_vecLastNode;
213 vector m_vecTurnAngle;
216 float _m_flRouteGiveUp;
217 vector _m_vecRoutePrev;
218 vector m_vecRouteEntity;
220 float m_flMoveSpeedKey;
225 string m_sndStepLadderLeft;
226 string m_sndStepLadderRight;
229 string m_sndPainSmall;
230 string m_sndPainMedium;
231 string m_sndPainLarge;
232 string m_sndPainHuge;
233 string m_sndLandSoft;
234 string m_sndLandHard;
235 string m_sndHitArmor;
236 string m_sndHitFlesh;
237 string m_sndAirGaspHeavy;
238 string m_sndAirGaspLight;
240 string m_sndTeleportExit;
241 string m_sndTeleportStart;
242 string m_sndWaterExit;
243 string m_sndWaterEnter;
244 string m_sndWaterWade;
245 string m_sndWaterSwim;
247 string m_sndHealthtake;
249 string m_sndUseSuccess;
251 float nadeCookingTime;
253 int m_iAmmoTypes[MAX_AMMO_TYPES];
256 NETWORKED_FLOAT(m_flFirstInventoryItem)
257 NETWORKED_FLOAT(m_flStamina)
262.ncWeapon m_activeWeapon;
265void ncActor_ListInventory(
ncActor);
This entity class represents an object with choreographed/free-form movement.
Definition: Actor.h:72
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:54
This entity class represents inventory items, weapons.
Definition: Item.h:67
This entity represents an ncRenderableEntity with interactive surface properties.
Definition: SurfacePropEntity.h:52
This entity class represents weapon based items.
Definition: Weapon.h:170
void ncWeapon(void)
Definition: Weapon.qc:18