19 PROJ_CHANGED_ORIGIN_X,
20 PROJ_CHANGED_ORIGIN_Y,
21 PROJ_CHANGED_ORIGIN_Z,
22 PROJ_CHANGED_ANGLES_X,
23 PROJ_CHANGED_ANGLES_Y,
24 PROJ_CHANGED_ANGLES_Z,
25 PROJ_CHANGED_MODELINDEX,
32 PROJ_CHANGED_VELOCITY,
33 PROJ_CHANGED_ANGULARVELOCITY,
34 PROJ_CHANGED_RENDERCOLOR,
35 PROJ_CHANGED_RENDERAMT,
36 PROJ_CHANGED_RENDERMODE,
37} nsprojectile_changed_t;
39.void(entity, entity) m_pImpact;
216 nonvirtual
void SetImpact(
void(entity, entity));
218 nonvirtual
void Animate(
int,
int,
float);
223 virtual void Touch(entity);
225 virtual void Pain(entity, entity,
int, vector, vector,
int);
226 virtual void Death(entity, entity,
int, vector, vector,
int);
228 virtual void SpawnKey(
string,
string);
231 virtual void Save(
float);
232 virtual void Restore(
string,
string);
234 virtual void Trigger(entity, triggermode_t);
243 virtual void Launch(vector, vector,
float,
float,
float);
262 NETWORKED_FLOAT_N(traileffectnum)
263 NETWORKED_VECTOR(m_vecLightColor)
264 NETWORKED_FLOAT(m_flLightRadius)
268 string m_outputOnDetonate;
271 int m_iProjectileAnimEnd;
272 int m_iProjectileAnimStart;
273 float m_flProjectileFramerate;
276 float m_flDmgMultiplier;
277 float m_trackDelayTime;
281 string m_defSplashDamage;
282 vector m_vecLaunchVelocity;
284 float m_flThrustStart;
286 float m_flFrictionLinear;
291 bool m_bDetonateOnFuse;
292 bool m_bDetonateOnDeath;
293 bool m_bDetonateOnWorld;
294 bool m_bDetonateOnActor;
295 bool m_bImpactEffect;
297 bool m_bImpactSurfData;
298 string m_matDetonate;
300 string m_partSmokeFly;
302 string m_partModelDetonate;
303 string m_partSmokeDetonate;
304 string m_partSmokeBounce;
305 string m_partSmokeFuse;
306 string m_defProjectileDebris;
309 vector m_vecDebrisOffset;
310 vector m_vecDetonateOffset;
311 vector m_vecDamageOffset;
312 vector m_vecImpactPos;
315 float m_flLightOffset;
316 vector m_vecExplodeLightColor;
317 float m_fExplodelLightRadius;
318 float m_fExplodelLightFadetime;
322 vector m_vecSpawnMins;
323 vector m_vecSpawnMaxs;
324 float m_flSpawnFrame;
325 vector m_vecSpawnOrigin;
336 string m_strDecalGroup;
340 bool m_bStickToWorld;
341 bool m_bStickToActor;
342 bool m_bThrustHoming;
343 bool m_bInheritVelocity;
346 vector m_trackJitter;
348 string m_defPlaneImpact;
351 vector m_hitLocation;
353 vector m_lastPlaneNormal;
355 nonvirtual
void _AnimateThink(
void);
356 nonvirtual
void _ThrustThink(
void);
357 nonvirtual
void _AnimateThinkDead(
void);
359 virtual void _ApplyDamage(
void);
360 virtual void _FireSingle(vector,vector,
float,
float);
362 virtual void OnRemoveEntity(
void);
This entity class represents an object with choreographed/free-form movement.
Definition: Actor.h:93
This entity class represents an attack.
Definition: Attack.h:36
This entity class represents an interactive projectile.
Definition: Projectile.h:204
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition: Projectile.qc:1258
virtual void Trigger(entity, triggermode_t)
Called whenever we're legacy triggered by another object or function.
Definition: Projectile.qc:532
nonvirtual ncWeapon GetWeaponOwner(void)
Definition: Projectile.qc:638
nonvirtual void _Explode(entity)
Definition: Projectile.qc:765
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: Projectile.qc:90
nonvirtual void Animate(int, int, float)
When called, will animated between two frame positions at a specified framerate on loop.
Definition: Projectile.qc:724
nonvirtual void SetLightRadius(float)
Definition: Projectile.qc:626
nonvirtual void AnimateOnce(int, int, float)
When called, will animated between two frame positions at a specified framerate and remove itself whe...
Definition: Projectile.qc:734
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition: Projectile.qc:538
virtual void HasExploded(void)
Definition: Projectile.qc:759
virtual void postdraw(void)
Client: Run after the rendering of 3D world is complete.
Definition: Projectile.qc:1357
virtual void Pain(entity, entity, int, vector, vector, int)
Called whenever the entity receives damage.
Definition: Projectile.qc:602
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: Projectile.qc:1329
void ncProjectile(void)
Definition: Projectile.qc:18
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: Projectile.qc:1285
nonvirtual void EnableDetonateOnWorld(bool)
Definition: Projectile.qc:656
nonvirtual void SetLightColor(vector)
Definition: Projectile.qc:620
virtual void Touch(entity)
Called upon the projectile touching another object.
Definition: Projectile.qc:552
nonvirtual void EnableStickToWorld(bool)
Definition: Projectile.qc:668
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition: Projectile.qc:372
nonvirtual void EnableDetonateOnActor(bool)
Definition: Projectile.qc:662
virtual void _LaunchHitscan(vector, vector, float)
Definition: Projectile.qc:880
nonvirtual void EnableInheritVelocity(bool)
Definition: Projectile.qc:686
nonvirtual void EnableDetonateOnFuse(bool)
Definition: Projectile.qc:644
nonvirtual void EnableThrustHoming(bool)
Definition: Projectile.qc:680
nonvirtual void SetImpact(void(entity, entity))
Sets the function that'll be called upon impact of the projectile onto a surface.
Definition: Projectile.qc:692
nonvirtual void SetWeaponOwner(ncWeapon)
Definition: Projectile.qc:632
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: Projectile.qc:315
virtual float predraw(void)
Definition: Projectile.qc:1367
nonvirtual void EnableStickToActor(bool)
Definition: Projectile.qc:674
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
Definition: Projectile.qc:608
virtual void Launch(vector, vector, float, float, float)
Definition: Projectile.qc:1129
nonvirtual void _FuseEnded(void)
Definition: Projectile.qc:744
nonvirtual void EnableDetonateOnDeath(bool)
Definition: Projectile.qc:650
This entity represents an ncRenderableEntity with interactive surface properties.
Definition: SurfacePropEntity.h:70
This class provides a way to trigger a function in the future.
Definition: Timer.h:26
This entity class represents weapon based items.
Definition: Weapon.h:300
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37
entityDefAPI_t entityDef
Access entityDefAPI_t functions using this variable.
Definition: api.h:436