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);
235 virtual void Input(entity,
string,
string);
244 virtual void Launch(vector, vector,
float,
float,
float);
263 NETWORKED_FLOAT_N(traileffectnum)
264 NETWORKED_VECTOR(m_vecLightColor)
265 NETWORKED_FLOAT(m_flLightRadius)
269 string m_outputOnDetonate;
272 int m_iProjectileAnimEnd;
273 int m_iProjectileAnimStart;
274 float m_flProjectileFramerate;
277 float m_flDmgMultiplier;
278 float m_trackDelayTime;
282 string m_defSplashDamage;
283 vector m_vecLaunchVelocity;
285 float m_flThrustStart;
287 float m_flFrictionLinear;
292 bool m_bDetonateOnFuse;
293 bool m_bDetonateOnDeath;
294 bool m_bDetonateOnWorld;
295 bool m_bDetonateOnActor;
296 bool m_bImpactEffect;
298 bool m_bImpactSurfData;
299 string m_matDetonate;
301 string m_partSmokeFly;
303 string m_partModelDetonate;
304 string m_partSmokeDetonate;
305 string m_partSmokeBounce;
306 string m_partSmokeFuse;
307 string m_defProjectileDebris;
310 vector m_vecDebrisOffset;
311 vector m_vecDetonateOffset;
312 vector m_vecDamageOffset;
313 vector m_vecImpactPos;
315 float m_timeUntilNextDamage;
318 float m_flLightOffset;
319 vector m_vecExplodeLightColor;
320 float m_fExplodelLightRadius;
321 float m_fExplodelLightFadetime;
325 vector m_vecSpawnMins;
326 vector m_vecSpawnMaxs;
327 float m_flSpawnFrame;
328 vector m_vecSpawnOrigin;
339 string m_strDecalGroup;
343 bool m_bStickToWorld;
344 bool m_bStickToActor;
345 bool m_bThrustHoming;
346 bool m_bInheritVelocity;
349 vector m_trackJitter;
351 string m_defPlaneImpact;
352 string m_sndHitActor;
353 string m_sndHitWorld;
356 vector m_hitLocation;
358 vector m_lastPlaneNormal;
360 nonvirtual
void _AnimateThink(
void);
361 nonvirtual
void _ThrustThink(
void);
362 nonvirtual
void _AnimateThinkDead(
void);
364 virtual void _ApplyDamage(
void);
365 virtual void _FireSingle(vector,vector,
float,
float);
367 virtual void OnRemoveEntity(
void);
This entity class represents an object with choreographed/free-form movement.
Definition Actor.h:93
void ncAttack(void)
Definition Attack.qc:18
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:1334
virtual void Trigger(entity, triggermode_t)
Called whenever we're legacy triggered by another object or function.
Definition Projectile.qc:546
nonvirtual ncWeapon GetWeaponOwner(void)
Definition Projectile.qc:661
nonvirtual void _Explode(entity)
Definition Projectile.qc:788
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition Projectile.qc:91
nonvirtual void Animate(int, int, float)
When called, will animated between two frame positions at a specified framerate on loop.
Definition Projectile.qc:747
nonvirtual void SetLightRadius(float)
Definition Projectile.qc:649
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:757
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition Projectile.qc:552
virtual void HasExploded(void)
Definition Projectile.qc:782
virtual void postdraw(void)
Client: Run after the rendering of 3D world is complete.
Definition Projectile.qc:1433
virtual void Pain(entity, entity, int, vector, vector, int)
Called whenever the entity receives damage.
Definition Projectile.qc:625
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition Projectile.qc:1405
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:1361
nonvirtual void EnableDetonateOnWorld(bool)
Definition Projectile.qc:679
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
Definition Projectile.qc:1311
nonvirtual void SetLightColor(vector)
Definition Projectile.qc:643
virtual void Touch(entity)
Called upon the projectile touching another object.
Definition Projectile.qc:566
nonvirtual void EnableStickToWorld(bool)
Definition Projectile.qc:691
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition Projectile.qc:386
nonvirtual void EnableDetonateOnActor(bool)
Definition Projectile.qc:685
virtual void _LaunchHitscan(vector, vector, float)
Definition Projectile.qc:903
nonvirtual void EnableInheritVelocity(bool)
Definition Projectile.qc:709
nonvirtual void EnableDetonateOnFuse(bool)
Definition Projectile.qc:667
nonvirtual void EnableThrustHoming(bool)
Definition Projectile.qc:703
nonvirtual void SetImpact(void(entity, entity))
Sets the function that'll be called upon impact of the projectile onto a surface.
Definition Projectile.qc:715
nonvirtual void SetWeaponOwner(ncWeapon)
Definition Projectile.qc:655
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition Projectile.qc:329
virtual float predraw(void)
Definition Projectile.qc:1447
nonvirtual void EnableStickToActor(bool)
Definition Projectile.qc:697
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
Definition Projectile.qc:631
virtual void Launch(vector, vector, float, float, float)
Definition Projectile.qc:1175
nonvirtual void _FuseEnded(void)
Definition Projectile.qc:767
nonvirtual void EnableDetonateOnDeath(bool)
Definition Projectile.qc:673
void ncSurfacePropEntity(void)
Definition SurfacePropEntity.qc:18
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:305
entityDefAPI_t entityDef
Access entityDefAPI_t functions using this variable.
Definition api.h:437