19 ITEMFL_CHANGED_MODELINDEX,
20 ITEMFL_CHANGED_ORIGIN_X,
21 ITEMFL_CHANGED_ORIGIN_Y,
22 ITEMFL_CHANGED_ORIGIN_Z,
23 ITEMFL_CHANGED_ANGLES_X,
24 ITEMFL_CHANGED_ANGLES_Y,
25 ITEMFL_CHANGED_ANGLES_Z,
26 ITEMFL_CHANGED_VELOCITY,
27 ITEMFL_CHANGED_ANGULARVELOCITY,
28 ITEMFL_CHANGED_RENDERPROPS,
34 ITEMFL_CHANGED_MOVETYPE,
35 ITEMFL_CHANGED_EFFECTS,
37 ITEMFL_CHANGED_ENTITYDEF,
75 virtual void Touch(entity);
77 virtual void SpawnKey(
string,
string);
78 virtual void Input(entity,
string,
string);
79 virtual void Save(
float);
80 virtual void Restore(
string,
string);
98 virtual void OnUse(entity);
122 virtual void _AddedCallback(
void);
124 virtual void _RemovedCallback(
void);
137 string m_strInvWeapon;
143 string m_strRequires;
145 int m_GiveAmmo[MAX_AMMO_TYPES];
148 NETWORKED_FLOAT(chain_entnum)
149 NETWORKED_FLOAT(owner_entnum)
This entity class represents inventory items, weapons.
Definition: Item.h:67
virtual bool IsWeapon(void)
Definition: Item.qc:650
virtual void PredictPreFrame(void)
Definition: Item.qc:571
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: Item.qc:500
virtual void AddedToInventory(void)
Called when an item was added to someones inventory.
Definition: Item.qc:634
virtual void RemovedFromInventory(void)
Called when an item was removed from someones inventory.
Definition: Item.qc:639
virtual void OnUse(entity)
Overridable: Called when this item is used.
Definition: Item.qc:216
virtual void OnInventoryUse(void)
Definition: Item.qc:332
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition: Item.qc:38
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: Item.qc:392
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: Item.qc:68
virtual bool ItemPickupCheck(entity)
Definition: Item.qc:222
nonvirtual bool GetFloating(void)
Definition: Item.qc:300
nonvirtual void BecomePickup(void)
Call to turn a weapon into a pickup.
Definition: Item.qc:351
virtual void PrintDebugInfo(void)
Definition: Item.qc:337
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
Definition: Item.qc:207
nonvirtual void SetFloating(int)
Definition: Item.qc:294
nonvirtual void PickupRespawn(void)
Definition: Item.qc:319
virtual void PredictPostFrame(void)
Definition: Item.qc:615
nonvirtual void SetSpinning(bool)
Definition: Item.qc:306
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition: Item.qc:261
nonvirtual bool GetSpinning(void)
Definition: Item.qc:312
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition: Item.qc:154
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: Item.qc:133
void ncItem(void)
Definition: Item.qc:18
virtual void OnPickup(void)
Overridable: Called when this item is picked up.
Definition: Item.qc:327
virtual void ReceiveEvent(float)
Definition: Item.qc:566
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition: Item.qc:49
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition: Item.qc:450
virtual bool InInventory(void)
Definition: Item.qc:644
This entity class represents physically-simulated entities.
Definition: PhysicsEntity.h:106
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37