30string g_specmodes[] = {
43 SPECFLAG_BUTTON_RELEASED,
99 virtual void Save(
float);
100 virtual void Restore(
string,
string);
109 NETWORKED_FLOAT(m_spectatingEntity)
110 NETWORKED_FLOAT(m_spectatingFlags)
111 ncSpectatorMode_t m_spectatingMode; ncSpectatorMode_t m_spectatingMode_net;
113 float m_flLastSpecTargetChange;
119void Spectator_ReadEntity(
float new);
void ncClient(void)
Definition Client.qc:18
ncEntity is the lowest of the user-accessible entity class.
Definition Entity.h:75
This entity represents any ncEntity with advanced rendering properties.
Definition RenderableEntity.h:94
nonvirtual void Unspectate(void)
Call to forcefully un-spectate a thing.
Definition Spectator.qc:39
virtual void InputPrevious(void)
Call to spectate the previous player target.
Definition Spectator.qc:347
virtual bool IsDead(void)
Returns if we're considered 'dead'.
Definition Spectator.qc:70
virtual bool IsFakeSpectator(void)
Returns if we're a 'fake' spectator.
Definition Spectator.qc:82
virtual void ServerInputFrame(void)
Server: This is where the input* variables arrive after sending them out from the client (see ClientI...
Definition Spectator.qc:161
virtual void InputNext(void)
Call to spectate the next spectating target.
Definition Spectator.qc:265
virtual void PreFrame(void)
Run once, every frame, before physics are run on the player.
Definition Spectator.qc:462
virtual void WarpToTarget(void)
Re-teleport to the target we're spectating.
Definition Spectator.qc:104
virtual void SpectatorTrackPlayer(void)
Called every frame to track with our target player.
Definition Spectator.qc:502
virtual void PostFrame(void)
Run once, every frame, after physics are run on the player.
Definition Spectator.qc:560
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition Spectator.qc:54
virtual bool IsRealSpectator(void)
Returns if we're a 'real' spectator.
Definition Spectator.qc:64
virtual void ProcessInput(void)
Called within the class to deal with the final input handling of the client.
Definition Spectator.qc:88
virtual void OnRemoveEntity(void)
Handles what happens before the entity gets removed from the client game.
Definition Spectator.qc:32
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition Spectator.qc:48
virtual void ClientInputFrame(void)
Client: Called on the client to give a chance to override input_* variables before networking them ta...
virtual bool IsPlayer(void)
Returns if we're a player.
Definition Spectator.qc:76
nonvirtual void SpectatorDeathcam(ncRenderableEntity, ncEntity, float)
Definition Spectator.qc:551
virtual float predraw(void)
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition Spectator.qc:130
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition Spectator.qc:537
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition Spectator.qc:25
void ncSpectator(void)
Definition Spectator.qc:18
virtual void InputMode(void)
Call to change the spectating mode.
Definition Spectator.qc:427
virtual void SharedInputFrame(void)
Like ClientInputFrame and ServerInputFrame, but run on both client and server at the same time.
Definition Spectator.qc:111