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,
148 virtual void Touch(entity);
150 virtual void SpawnKey(
string,
string);
151 virtual void Input(entity,
string,
string);
152 virtual void Save(
float);
153 virtual void Restore(
string,
string);
172 virtual void OnUse(entity);
198 virtual void _AddedCallback(
void);
200 virtual void _RemovedCallback(
void);
202 int m_itemWasDropped;
209 int m_itemPickupFloats;
210 bool m_itemPickupSpins;
214 int m_itemGivesHealth;
215 int m_itemGivesArmor;
216 int m_itemGivesBonusHealth;
217 int m_itemGivesBonusArmor;
220 string m_itemRequiresItem;
222 int m_itemGivesAmmo[MAX_AMMO_TYPES];
225 NETWORKED_FLOAT(chain_entnum)
226 NETWORKED_FLOAT(owner_entnum)
230 float m_hiddenModelIndex;
231 float m_hiddenSequence;
This entity class represents inventory items, weapons.
Definition: Item.h:138
virtual bool IsWeapon(void)
Definition: Item.qc:765
virtual void PredictPreFrame(void)
Definition: Item.qc:682
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: Item.qc:610
virtual void AddedToInventory(void)
Called when an item was added to someones inventory.
Definition: Item.qc:749
virtual void RemovedFromInventory(void)
Called when an item was removed from someones inventory.
Definition: Item.qc:754
virtual void OnUse(entity)
Overridable: Called when this item is used.
Definition: Item.qc:255
virtual void OnInventoryUse(void)
Definition: Item.qc:430
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition: Item.qc:39
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: Item.qc:489
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: Item.qc:69
virtual bool ItemPickupCheck(entity)
Definition: Item.qc:303
nonvirtual bool GetFloating(void)
Definition: Item.qc:398
nonvirtual void BecomePickup(void)
Call to turn a weapon into a pickup.
Definition: Item.qc:447
virtual void PrintDebugInfo(void)
Definition: Item.qc:435
nonvirtual void SetRespawnTime(float)
Definition: Item.qc:261
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
Definition: Item.qc:242
nonvirtual void SetFloating(int)
Definition: Item.qc:392
nonvirtual void PickupRespawn(void)
Definition: Item.qc:417
virtual void PredictPostFrame(void)
Definition: Item.qc:723
nonvirtual void SetSpinning(bool)
Definition: Item.qc:404
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition: Item.qc:322
nonvirtual bool GetSpinning(void)
Definition: Item.qc:410
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition: Item.qc:175
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: Item.qc:143
void ncItem(void)
Definition: Item.qc:18
virtual void OnPickup(void)
Overridable: Called when this item is picked up.
Definition: Item.qc:425
virtual void ReceiveEvent(float)
Definition: Item.qc:677
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:50
virtual bool ItemBonusCheck(entity)
Definition: Item.qc:267
virtual void GiveBonusItems(entity)
Definition: Item.qc:772
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:558
virtual bool InInventory(void)
Definition: Item.qc:759
virtual void OnRemoveEntity(void)
Handles what happens before the entity gets removed from the client game.
Definition: Item.qc:742
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