19_NSVehicle_Log(
string className,
string functionName,
float edictNum,
string warnMessage)
22 printf(
"^9%f ^2%s (%d) ^7: %s\n", time, functionName, edictNum, warnMessage);
24 printf(
"^2%s (%d) ^7: %s\n", functionName, edictNum, warnMessage);
26#define NSVehicle_Log(...) if (autocvar_vehicle_developer == true) _NSVehicle_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
53 virtual void Save(
float);
54 virtual void Restore(
string,
string);
72 vector m_vecMoveValues;
76 vector m_vecPlayerPos;
93 VEHFL_CHANGED_MODELINDEX,
95 VEHFL_CHANGED_MOVETYPE,
97 VEHFL_CHANGED_VELOCITY,
var bool autocvar_vehicle_developer
Definition: NSVehicle.h:17
void _NSVehicle_Log(string className, string functionName, float edictNum, string warnMessage)
Definition: NSVehicle.h:19
enumflags
Definition: NSVehicle.h:90
This entity class represents every player client.
Definition: NSClientPlayer.h:28
NSEntity is the lowest of the user-accessible entity class.
Definition: NSEntity.h:54
This entity represents an NSRenderableEntity with interactive surface properties.
Definition: NSSurfacePropEntity.h:52
This entity class represents vehicles that are predicted across the network.
Definition: NSVehicle.h:33
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: NSVehicle.qc:176
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: NSVehicle.qc:31
virtual float DriverAnimation(void)
Definition: NSVehicle.qc:93
virtual void PlayerEnter(NSClientPlayer)
Definition: NSVehicle.qc:424
void NSVehicle(void)
Definition: NSVehicle.qc:18
virtual void PlayerLeave(NSClientPlayer)
Definition: NSVehicle.qc:449
virtual void PlayerUpdateFlags(void)
Definition: NSVehicle.qc:396
virtual void PredictPostFrame(void)
Definition: NSVehicle.qc:163
virtual bool CanDriverCrouch(void)
Definition: NSVehicle.qc:75
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
virtual bool HideCrosshair(void)
Definition: NSVehicle.qc:111
virtual void Restore(string, string)
Similar to NSIO::SpawnKey but for save-game fields.
Definition: NSVehicle.qc:44
nonvirtual vector GetExitPos(void)
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
virtual bool IsLocalDriver(void)
Definition: NSVehicle.qc:134
virtual bool PreventPlayerFire(void)
Definition: NSVehicle.qc:87
virtual void DriverRelink(void)
Definition: NSVehicle.qc:122
virtual void PredictPreFrame(void)
Definition: NSVehicle.qc:150
virtual bool HidePlayermodel(void)
Definition: NSVehicle.qc:116
virtual void PlayerAlign(void)
Definition: NSVehicle.qc:406
virtual void UpdateView(void)
Definition: NSVehicle.qc:145
virtual bool PreventPlayerMovement(void)
Definition: NSVehicle.qc:81
nonvirtual entity GetDriver(void)
Definition: NSVehicle.qc:99
virtual bool HideViewWeapon(void)
Definition: NSVehicle.qc:106
virtual void PlayerInput(void)
Definition: NSVehicle.qc:390
var bool autocvar_g_logTimestamps
Definition: global.h:17
#define printf(...)
Definition: global.h:30
#define PREDICTED_FLOAT(x)
Definition: defs.h:34
#define PREDICTED_VECTOR_N(x)
Definition: defs.h:42
noref vector angles
Definition: ui_3dview.qc:18
noref vector origin
Definition: ui_3dview.qc:17