Nuclide
Software Development Kit for id Tech
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Go to the source code of this file.
Classes | |
class | NSMonster |
This entity class represents non-player characters. More... | |
Macros | |
#define | NSMonsterLog(...) if (autocvar_ai_debugLogic == true) _NSMonster_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__)) |
Functions | |
void | _NSMonster_Log (string className, string functionName, float edictNum, string warnMessage) |
string | Sentences_GetSamples (string) |
string | Sentences_ProcessSample (string) |
void | NSMonster_AlertEnemyAlliance (vector pos, float radius, int alliance) |
entity | NSMonster_FindClosestPlayer (entity) |
Variables | |
var bool | autocvar_ai_debugLogic = false |
typedef | enumflags |
Bitfield enumeration for NSMonster its SendFlags field. More... | |
int | m_iAlliance |
float | baseframe2 |
float | baseframe1time |
float | baseframe2time |
float | baselerpfrac |
float | bonecontrol1 |
float | bonecontrol2 |
float | bonecontrol3 |
float | bonecontrol4 |
float | bonecontrol5 |
float | subblendfrac |
float | subblend2frac |
float | basesubblendfrac |
float | basesubblend2frac |
#define NSMonsterLog | ( | ... | ) | if (autocvar_ai_debugLogic == true) _NSMonster_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__)) |
enum allianceState_t |
enum monster_activity_t |
List of supported ACT types.
These originate from GoldSrc and framegroups within models can be tagged with them. This way the game-logic doesn't need to know the exact framegroup but can instead pick a random ACT and we'll pick the right framegroup for you.
enum monsterState_t |
enum movementState_t |
enum sequenceState_t |
enum triggerCondition_t |
These numerations involve the m_iTriggerCondition attribute.
Basically these conditions are being checked and triggered depending on what it's set to. If any of those checks are successful, we trigger our target under the m_strTriggerTarget attribute.
entity NSMonster_FindClosestPlayer | ( | entity | target | ) |
var bool autocvar_ai_debugLogic = false |
float baseframe1time |
float baseframe2 |
float baseframe2time |
float baselerpfrac |
float basesubblend2frac |
float basesubblendfrac |
float bonecontrol1 |
float bonecontrol2 |
float bonecontrol3 |
float bonecontrol4 |
float bonecontrol5 |
typedef enumflags |
Bitfield enumeration for NSMonster its SendFlags field.
For future use: SpawnFlags used in Source.
Monster flags, these are defined by the level designers.
These give hint as to which internal fields get networked to the client.
AI will be enabled once seen (1) Won't talk (2) Collides against func_monsterclip (4) Reserved for entityDef (8) Only reacts to scripted sequences (16) Reserved for entityDef (32) Ignores players (64) AI waits for scripted_sequence to end (128) Reserved for entityDef (256) Corpse fades instead of staying (512) Will spawn in multiplayer NSGameRules (1024) Is falling (2048) Part of a horde (4096)
AI will be enable once seen (1) Won't talk (2) Fall to ground, instead of dropping instantly (4) Drops healthkit (8) Walks direct paths (16) Reserved for entityDef (32) Reserved for entityDef (64) AI waits for scripted_sequence to end (128) Long visibility and line of sight (256) Corpse fades instead of staying (512) Think outside the PVS (1024) Will spawn through npc_maker (2048) Alternative collision, avoiding players (4096) Don't drop weapons (8192) Ignore pushing players (16384)
int m_iAlliance |
float subblend2frac |
float subblendfrac |