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_X,
27 ITEMFL_CHANGED_VELOCITY_Y,
28 ITEMFL_CHANGED_VELOCITY_Z,
29 ITEMFL_CHANGED_ANGULARVELOCITY,
35 ITEMFL_CHANGED_MOVETYPE,
36 ITEMFL_CHANGED_EFFECTS,
38 ITEMFL_CHANGED_ENTITYDEF,
75 virtual void Touch(entity);
77 virtual void SpawnKey(
string,
string);
78 virtual void Save(
float);
79 virtual void Restore(
string,
string);
119 nonvirtual
void _AddedCallback(
void);
121 nonvirtual
void _RemovedCallback(
void);
134 string m_strInvWeapon;
140 string m_strRequires;
typedef enumflags
Definition: NSItem.h:18
This entity class represents inventory items, weapons.
Definition: NSItem.h:68
nonvirtual int GetItem(void)
Definition: NSItem.qc:240
nonvirtual void SetSpinning(bool)
Definition: NSItem.qc:257
virtual void OnInventoryUse(void)
Definition: NSItem.qc:282
virtual void Restore(string, string)
Similar to NSIO::SpawnKey but for save-game fields.
Definition: NSItem.qc:150
nonvirtual void SetFloating(int)
Definition: NSItem.qc:245
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: NSItem.qc:316
virtual void PredictPreFrame(void)
Definition: NSItem.qc:454
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: NSItem.qc:129
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition: NSItem.qc:48
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition: NSItem.qc:362
nonvirtual bool GetFloating(void)
Definition: NSItem.qc:251
virtual void RemovedFromInventory(void)
Called when an item was removed from someones inventory.
Definition: NSItem.qc:508
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: NSItem.qc:398
virtual void OnPickup(void)
Overridable: Called when this item is picked up.
Definition: NSItem.qc:277
virtual bool IsWeapon(void)
Definition: NSItem.qc:516
virtual void PrintDebugInfo(void)
Definition: NSItem.qc:287
virtual void AddedToInventory(void)
Called when an item was added to someones inventory.
Definition: NSItem.qc:503
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: NSItem.qc:72
nonvirtual bool GetSpinning(void)
Definition: NSItem.qc:263
virtual void PredictPostFrame(void)
Definition: NSItem.qc:484
void NSItem(void)
Definition: NSItem.qc:18
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition: NSItem.qc:38
virtual void ReceiveEvent(float)
Definition: NSItem.qc:449
nonvirtual void PickupRespawn(void)
Definition: NSItem.qc:270
nonvirtual void BecomePickup(void)
Call to turn a weapon into a pickup.
Definition: NSItem.qc:301
nonvirtual void SetItem(int i)
Definition: NSItem.qc:231
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition: NSItem.qc:203
This entity represents any NSEntity with advanced rendering properties.
Definition: NSRenderableEntity.h:94
#define MAX_AMMO_TYPES
Definition: defs.h:69
#define NETWORKED_FLOAT(x)
Definition: defs.h:21