Nuclide
Software Development Kit for id Tech
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#include "../shared/entityDef.h"
#include "NSOutput.h"
#include "NSGameRules.h"
#include "skill.h"
#include "logging.h"
#include "../nav/defs.h"
#include "spawn.h"
#include "plugins.h"
#include "lament.h"
#include "vote.h"
#include "mapcycle.h"
#include "maptweaks.h"
Go to the source code of this file.
Macros | |
#define | EVALUATE_FIELD(fieldname, changedflag) |
#define | EVALUATE_VECTOR(fieldname, idx, changedflag) |
#define | SENDENTITY_BYTE(field, changedflag) |
#define | SENDENTITY_SHORT(field, changedflag) |
#define | SENDENTITY_INT(field, changedflag) |
#define | SENDENTITY_FLOAT(field, changedflag) |
#define | SENDENTITY_STRING(field, changedflag) |
#define | SENDENTITY_COORD(field, changedflag) |
#define | SENDENTITY_ANGLE(field, changedflag) |
#define | SENDENTITY_ENTITY(field, changedflag) |
#define | SENDENTITY_COLOR(field, changedflag) |
#define | SENDENTITY_MODELINDEX(field, changedflag) |
#define | SAVE_DECIMAL(x, y, z) fputs(x, sprintf("%S \"%d\" ", y, z)) |
#define | SAVE_INTEGER(x, y, z) fputs(x, sprintf("%S \"%i\" ", y, z)) |
#define | SAVE_FLOAT(x, y, z) fputs(x, sprintf("%S \"%f\" ", y, z)) |
#define | SAVE_VECTOR(x, y, z) fputs(x, sprintf("%S \"%v\" ", y, z)) |
#define | SAVE_STRING(x, y, z) fputs(x, sprintf("%S \"%s\" ", y, z)) |
#define | SAVE_HEX(x, y, z) fputs(x, sprintf("%S \"%x\" ", y, z)) |
Functions | |
void | Client_FixAngle (entity, vector) |
void | Client_ShakeOnce (vector, float, float, float, float) |
void | Mapcycle_Load (string) |
void (void) PlayerUse | |
void | main (void) |
NSEntity | EntityDef_SpawnClassname (string className) |
When called will turn the entity 'self' into the specified classname. More... | |
NSEntity | EntityDef_CreateClassname (string className) |
Spawns an entity of a specific class. More... | |
NSEntity | Entity_CreateClass (string className) |
Spawns an entity of a class, guaranteed to be valid. More... | |
bool | EntityDef_HasSpawnClass (string className) |
Checks if an entity class was defined in an EntityDef. More... | |
string | EntityDef_GetKeyValue (string className, string keyName) |
Retrieves the value of a specific key defined within an EntityDef. More... | |
void | WriteEntityEvent (float to, entity targetEntity, float eventType) |
Variables | |
var bool | g_isloading = false |
var bool | autocvar_mp_flashlight = true |
NSEntity | eActivator |
bool | iBleeds |
entity | eUser |
float | material |
float | deaths |
float | botinfo |
entity | real_owner |
int | trace_surfaceflagsi |
string | startspot |
string | __fullspawndata |
NSEntity | g_dmg_eAttacker |
NSEntity | g_dmg_eTarget |
int | g_dmg_iDamage |
bodyType_t | g_dmg_iHitBody |
int | g_dmg_iFlags |
int | g_dmg_iWeapon |
vector | g_dmg_vecLocation |
var bool | g_ents_initialized = FALSE |
#define EVALUATE_FIELD | ( | fieldname, | |
changedflag | |||
) |
#define EVALUATE_VECTOR | ( | fieldname, | |
idx, | |||
changedflag | |||
) |
#define SAVE_DECIMAL | ( | x, | |
y, | |||
z | |||
) | fputs(x, sprintf("%S \"%d\" ", y, z)) |
#define SAVE_FLOAT | ( | x, | |
y, | |||
z | |||
) | fputs(x, sprintf("%S \"%f\" ", y, z)) |
#define SAVE_HEX | ( | x, | |
y, | |||
z | |||
) | fputs(x, sprintf("%S \"%x\" ", y, z)) |
#define SAVE_INTEGER | ( | x, | |
y, | |||
z | |||
) | fputs(x, sprintf("%S \"%i\" ", y, z)) |
#define SAVE_STRING | ( | x, | |
y, | |||
z | |||
) | fputs(x, sprintf("%S \"%s\" ", y, z)) |
#define SAVE_VECTOR | ( | x, | |
y, | |||
z | |||
) | fputs(x, sprintf("%S \"%v\" ", y, z)) |
#define SENDENTITY_ANGLE | ( | field, | |
changedflag | |||
) |
#define SENDENTITY_BYTE | ( | field, | |
changedflag | |||
) |
#define SENDENTITY_COLOR | ( | field, | |
changedflag | |||
) |
#define SENDENTITY_COORD | ( | field, | |
changedflag | |||
) |
#define SENDENTITY_ENTITY | ( | field, | |
changedflag | |||
) |
#define SENDENTITY_FLOAT | ( | field, | |
changedflag | |||
) |
#define SENDENTITY_INT | ( | field, | |
changedflag | |||
) |
#define SENDENTITY_MODELINDEX | ( | field, | |
changedflag | |||
) |
#define SENDENTITY_SHORT | ( | field, | |
changedflag | |||
) |
#define SENDENTITY_STRING | ( | field, | |
changedflag | |||
) |
void Client_FixAngle | ( | entity | target, |
vector | ang | ||
) |
void Client_ShakeOnce | ( | vector | pos, |
float | radius, | ||
float | duration, | ||
float | frequency, | ||
float | amplitude | ||
) |
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.
className | is the type of class to be instantiated. |
Spawns an entity of a class, guaranteed to be valid.
Even if the entity def does not exist.
Spawns an entity of a specific class.
If class doesn't exist, returns NULL.
className | is the type of class to be instantiated. |
Retrieves the value of a specific key defined within an EntityDef.
className | specifies which class definition to look in. |
keyName | specifies the 'key' we want to know its value of. |
bool EntityDef_HasSpawnClass | ( | string | className | ) |
Checks if an entity class was defined in an EntityDef.
You can then use EntityDef_GetKeyValue() to get various key values from said EntityDef.
className | specifies which class definition to look for. |
When called will turn the entity 'self' into the specified classname.
This is useful for entities that are already in the game, and need to transition into a different type of entity.
className | is the type of class to be changed to. |
void | ( | void | ) |
string __fullspawndata |
var bool autocvar_mp_flashlight = true |
float botinfo |
float deaths |
NSEntity eActivator |
entity eUser |
NSEntity g_dmg_eAttacker |
NSEntity g_dmg_eTarget |
int g_dmg_iDamage |
int g_dmg_iFlags |
bodyType_t g_dmg_iHitBody |
int g_dmg_iWeapon |
vector g_dmg_vecLocation |
var bool g_ents_initialized = FALSE |
var bool g_isloading = false |
bool iBleeds |
float material |
entity real_owner |
string startspot |
int trace_surfaceflagsi |