23 SRFENT_CHANGED_ORIGIN_X,
24 SRFENT_CHANGED_ORIGIN_Y,
25 SRFENT_CHANGED_ORIGIN_Z,
26 SRFENT_CHANGED_ANGLES_X,
27 SRFENT_CHANGED_ANGLES_Y,
28 SRFENT_CHANGED_ANGLES_Z,
29 SRFENT_CHANGED_MODELINDEX,
32 SRFENT_CHANGED_SOLIDMOVETYPE,
35 SRFENT_CHANGED_EFFECTS,
38 SRFENT_CHANGED_VELOCITY,
39 SRFENT_CHANGED_ANGULARVELOCITY,
40 SRFENT_CHANGED_RENDERCOLOR,
41 SRFENT_CHANGED_RENDERAMT,
42 SRFENT_CHANGED_RENDERMODE,
43 SRFENT_CHANGED_CONTROLLER
44} nssurfacepropentity_changed_t;
61 virtual void Save(
float);
62 virtual void Restore(
string,
string);
64 virtual void Input(entity,
string,
string);
65 virtual void SpawnKey(
string,
string);
82 virtual void Damage(entity, entity,
ncDict,
float, vector, vector);
86 virtual void Pain(entity, entity,
int, vector, vector,
int);
88 virtual void Death(entity, entity,
int, vector, vector,
int);
95 nonvirtual
void Ignite(entity,
float,
int);
172 PREDICTED_FLOAT(armor)
173 PREDICTED_FLOAT_N(health)
177 string m_strSurfData;
179 string m_strPropData;
180 nonvirtual
void _SurfaceDataFinish(
void);
181 nonvirtual
void _PropDataFinish(
void);
190 float m_flBurnDmgTime;
197 vector m_vecBloodColor;
203 nonvirtual
void _UpdateTakedamage(
void);
208void ncSurfacePropEntity_ReadEntity(
bool);
This class is responsible for handling groups of key/value pairs.
Definition: Dict.h:42
This entity represents any ncEntity with advanced rendering properties.
Definition: RenderableEntity.h:94
This entity represents an ncRenderableEntity with interactive surface properties.
Definition: SurfacePropEntity.h:52
virtual void ParentUpdate(void)
Called when we need to re-align the entity to our parent entity.
Definition: SurfacePropEntity.qc:206
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
Definition: SurfacePropEntity.qc:512
nonvirtual bool HasPropData(void)
Returns if the entity has prop data information set.
Definition: SurfacePropEntity.qc:819
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: SurfacePropEntity.qc:635
virtual void RenderFire(void)
Called every frame to render a fire effect, but will only do so if the entity is burning.
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: SurfacePropEntity.qc:468
nonvirtual float GetMaxArmor(void)
Returns the maximum armor value the entity can have.
Definition: SurfacePropEntity.qc:182
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: SurfacePropEntity.qc:375
void ncSurfacePropEntity(void)
Definition: SurfacePropEntity.qc:18
virtual void Damage(entity, entity, ncDict, float, vector, vector)
Applies damage to the entity.
Definition: SurfacePropEntity.qc:231
nonvirtual void EnableBleeding(void)
Marks the entity as capable of bleeding.
Definition: SurfacePropEntity.qc:87
nonvirtual bool HasSurfaceData(void)
Returns if the entity has surface data information set.
Definition: SurfacePropEntity.qc:831
nonvirtual void SetBloodColor(vector)
Sets the colour of the blood of this entity.
Definition: SurfacePropEntity.qc:63
virtual void DamageFeedback(entity, entity, int)
Called when a different entity gets damaged by this entity.
Definition: SurfacePropEntity.qc:524
nonvirtual float GetHealth(void)
Returns the current health of the entity.
Definition: SurfacePropEntity.qc:170
nonvirtual void Ignite(entity, float, int)
Sets the entity on fire.
Definition: SurfacePropEntity.qc:282
virtual float predraw(void)
nonvirtual bool CanBeDamaged(vector, vector)
Returns whether this entity reacts to damage being inflicted.
Definition: SurfacePropEntity.qc:301
virtual void SetModel(string)
Sets the 3D model representation of the entity from a file path and name.
Definition: SurfacePropEntity.qc:876
nonvirtual void SetSurfaceData(string)
Assigns the surface data of a given description onto this entity.
Definition: SurfacePropEntity.qc:805
nonvirtual bool IsOnFire(void)
Returns whether or not this entity is on fire.
Definition: SurfacePropEntity.qc:55
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition: SurfacePropEntity.qc:394
nonvirtual void DisableBleeding(void)
Marks the entity as incapable of bleeding.
Definition: SurfacePropEntity.qc:93
nonvirtual void MakeVulnerable(void)
Makes the entity vulnerable if it wasn't already.
Definition: SurfacePropEntity.qc:113
nonvirtual void SetMaxArmor(float)
Sets the maximum amount of armor the entity can have.
Definition: SurfacePropEntity.qc:163
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition: SurfacePropEntity.qc:39
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
Definition: SurfacePropEntity.qc:442
nonvirtual void SetMaxHealth(float)
Sets the maximum amount of health the entity can have.
Definition: SurfacePropEntity.qc:156
nonvirtual void DisableAimAssist(void)
Makes the entity invisible to other entity their aim-assists.
Definition: SurfacePropEntity.qc:106
nonvirtual float GetMaxHealth(void)
Returns the maximum health the entity can have.
Definition: SurfacePropEntity.qc:176
nonvirtual float GetSpawnHealth(void)
Returns the health the entity spawned with at map load.
Definition: SurfacePropEntity.qc:188
nonvirtual bool IsVulnerable(void)
Returns whether the entity can be damaged.
Definition: SurfacePropEntity.qc:81
nonvirtual bool CanBleed(void)
Returns whether the entity can bleed.
Definition: SurfacePropEntity.qc:141
nonvirtual void EnableAimAssist(void)
Makes the entity visible to other entity their aim-assists.
Definition: SurfacePropEntity.qc:99
nonvirtual void SetArmor(float)
Sets the current armor of the entity.
Definition: SurfacePropEntity.qc:194
virtual void BreakModel(int, vector, int)
Called when the health is equal or below 0.
Definition: SurfacePropEntity.qc:530
nonvirtual vector GetBloodColor(void)
Returns the blood color of this entity.
Definition: SurfacePropEntity.qc:69
nonvirtual void Extinguish(void)
If the entity is on fire, it'll have it extinguished.
Definition: SurfacePropEntity.qc:339
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition: SurfacePropEntity.qc:588
nonvirtual __variant GetSurfaceData(int)
Returns a variable type of information about the entity's surface data.
Definition: SurfacePropEntity.qc:837
nonvirtual __variant GetPropData(int)
Returns a variable type of information about the entity's prop data.
Definition: SurfacePropEntity.qc:825
nonvirtual void MakeInvulnerable(void)
Makes the entity invulnerable if it wasn't already.
Definition: SurfacePropEntity.qc:120
nonvirtual void SetPropData(string)
Assigns the prop data of a given description onto this entity.
Definition: SurfacePropEntity.qc:812
nonvirtual float TimeSinceDeath(void)
Returns how many seconds have passed since we died.
Definition: SurfacePropEntity.qc:578
virtual void Pain(entity, entity, int, vector, vector, int)
Called whenever the entity receives damage.
Definition: SurfacePropEntity.qc:506
nonvirtual void SetHealth(float)
Sets the current health of the entity.
Definition: SurfacePropEntity.qc:147
nonvirtual float GetArmor(void)
Returns the current armor of the entity.
Definition: SurfacePropEntity.qc:200
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition: SurfacePropEntity.qc:348
virtual bool IsAlive(void)
Returns whether or not the entity is alive.
Definition: SurfacePropEntity.qc:75
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37