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#define | EVALUATE_FIELD(fieldname, changedflag) |
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#define | EVALUATE_VECTOR(fieldname, id, changedflag) |
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#define | SENDENTITY_BYTE(field, changedflag) |
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#define | SENDENTITY_SHORT(field, changedflag) |
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#define | SENDENTITY_INT(field, changedflag) |
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#define | SENDENTITY_FLOAT(field, changedflag) |
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#define | SENDENTITY_STRING(field, changedflag) |
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#define | SENDENTITY_COORD(field, changedflag) |
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#define | SENDENTITY_ANGLE(field, changedflag) |
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#define | SENDENTITY_ENTITY(field, changedflag) |
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#define | SENDENTITY_COLOR(field, changedflag) |
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#define | SAVE_DECIMAL(x, y, z) fputs(x, sprintf("%S \"%d\" ", y, z)) |
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#define | SAVE_INTEGER(x, y, z) fputs(x, sprintf("%S \"%i\" ", y, z)) |
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#define | SAVE_FLOAT(x, y, z) fputs(x, sprintf("%S \"%f\" ", y, z)) |
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#define | SAVE_VECTOR(x, y, z) fputs(x, sprintf("%S \"%v\" ", y, z)) |
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#define | SAVE_STRING(x, y, z) fputs(x, sprintf("%S \"%s\" ", y, z)) |
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#define | SAVE_HEX(x, y, z) fputs(x, sprintf("%S \"%x\" ", y, z)) |
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void | TraceAttack_FireBullets (int, vector, int, vector, int) |
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void | TraceAttack_SetPenetrationPower (int) |
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void | TraceAttack_SetRangeModifier (float) |
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void | Damage_Radius (vector, entity, float, float, int, int) |
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void | Damage_Apply (entity, entity, float, int, damageType_t) |
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void | Client_FixAngle (entity, vector) |
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void | Client_ShakeOnce (vector, float, float, float, float) |
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void | Game_ServerModelEvent (float, int, string) |
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void | Event_ServerModelEvent (float, int, string) |
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void | Mapcycle_Load (string) |
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| void (void) PlayerUse = #30 |
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void | main (void) |
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NSEntity | EntityDef_SpawnClassname (string className) |
| When called will turn the entity 'self' into the specified classname. More...
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NSEntity | EntityDef_CreateClassname (string className) |
| Spawns an entity of a specific class. More...
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NSEntity | Entity_CreateClass (string className) |
| Spawns an entity of a class, guaranteed to be valid. More...
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bool | EntityDef_HasSpawnClass (string className) |
| Checks if an entity class was defined in an EntityDef. More...
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string | EntityDef_GetKeyValue (string className, string keyName) |
| Retrieves the value of a specific key defined within an EntityDef. More...
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Spawns an entity of a class, guaranteed to be valid.
This is the primary, encouraged method of spawning entities. If you don't spawn an entity class using this, it will not respond to sendInput().
If a specified class does not exist, it will create an info_notnull type entity, but with the new, desired classname.
The only time when this function returns NULL is if the game is unable to allocate any more entities.
- Parameters
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className | is the type of class to be instantiated. |