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;
virtual bool IsWeapon(void)
Definition Item.qc:804
virtual void PredictPreFrame(void)
Definition Item.qc:716
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition Item.qc:643
virtual void AddedToInventory(void)
Called when an item was added to someones inventory.
Definition Item.qc:788
virtual void RemovedFromInventory(void)
Called when an item was removed from someones inventory.
Definition Item.qc:793
virtual void OnUse(entity)
Overridable: Called when this item is used.
Definition Item.qc:275
virtual void OnInventoryUse(void)
Definition Item.qc:460
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition Item.qc:40
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition Item.qc:518
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition Item.qc:89
virtual bool ItemPickupCheck(entity)
Definition Item.qc:323
nonvirtual bool GetFloating(void)
Definition Item.qc:428
nonvirtual void BecomePickup(void)
Call to turn a weapon into a pickup.
Definition Item.qc:477
virtual void PrintDebugInfo(void)
Definition Item.qc:465
nonvirtual void SetRespawnTime(float)
Definition Item.qc:281
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
Definition Item.qc:262
nonvirtual void SetFloating(int)
Definition Item.qc:422
nonvirtual void PickupRespawn(void)
Definition Item.qc:447
virtual void PredictPostFrame(void)
Definition Item.qc:739
nonvirtual void SetSpinning(bool)
Definition Item.qc:434
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition Item.qc:342
nonvirtual bool GetSpinning(void)
Definition Item.qc:440
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition Item.qc:195
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition Item.qc:163
void ncItem(void)
Definition Item.qc:18
virtual void OnPickup(void)
Overridable: Called when this item is picked up.
Definition Item.qc:455
virtual void ReceiveEvent(float)
Definition Item.qc:711
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:70
virtual bool ItemBonusCheck(entity)
Definition Item.qc:287
virtual void GiveBonusItems(entity)
Definition Item.qc:811
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:591
virtual bool InInventory(void)
Definition Item.qc:798
virtual void OnRemoveEntity(void)
Handles what happens before the entity gets removed from the client game.
Definition Item.qc:780
void ncPhysicsEntity(void)
Definition PhysicsEntity.qc:57