Nuclide
Software Development Kit for id Tech
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This entity class represents a moving/pathfinding object. More...
#include <NSNavAI.h>
Public Member Functions | |
void | NSNavAI (void) |
virtual bool | CanSprint (void) |
Overridable: Returns whether the client can sprint, with the command +sprint. More... | |
virtual bool | CanProne (void) |
Overridable: Returns whether the client can prone, with the commands +prone and goprone. More... | |
virtual bool | CanCrouch (void) |
Overridable: Returns whether the client can crouch, with the commands +crouch and gocrouch. More... | |
virtual bool | CanLean (void) |
Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright. More... | |
virtual float | GetForwardSpeed (void) |
Overridable: Returns the desired maximum forward movement speed. More... | |
virtual float | GetSideSpeed (void) |
Overridable: Returns the desired maximum side movement speed. More... | |
virtual float | GetBackSpeed (void) |
Overridable: Returns the desired maximum backwardss movement speed. More... | |
nonvirtual bool | IsCrouching (void) |
Returns true when the entity is ducked/crouching. More... | |
nonvirtual bool | IsProne (void) |
Returns true when the entity is ducked/crouching. More... | |
nonvirtual bool | IsStanding (void) |
Returns true when the entity is standing, walking. More... | |
nonvirtual bool | IsSprinting (void) |
Returns true when the entity is running. More... | |
nonvirtual bool | IsLeaning (void) |
Returns true when the entity is leaning. More... | |
nonvirtual bool | GiveAmmo (int, int) |
Gives ammo up of a specified type. More... | |
nonvirtual bool | UseAmmo (int, int) |
Uses ammo up of a specified type. More... | |
nonvirtual bool | GiveItem (string) |
Adds a named NSItem to the inventory. More... | |
nonvirtual bool | RemoveItem (string) |
Removes a named NSItem from the inventory Returns false when impossible. More... | |
nonvirtual bool | AddItem (NSItem) |
Adds the specified NSItem to the inventory. More... | |
nonvirtual bool | HasItem (string) |
Returns true or false depending on if the entity has the named item. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ::SpawnKey but for save-game fields. More... | |
virtual void | RestoreComplete (void) |
Called when the entity has been successfully restored from a savegame file. More... | |
virtual void | DebugDraw (void) |
virtual bool | CanCrouch (void) |
Returns if this class is capable of crouching. More... | |
nonvirtual vector | GetRouteMovevalues (void) |
Returns the current movement values in a single vector (x = fwd, y = rt, y = up) More... | |
nonvirtual vector | GetRouteDirection (void) |
Returns the current movement direction. More... | |
nonvirtual void | SetMoveSpeedScale (float) |
Sets the scale on the movement before physics are run. More... | |
nonvirtual float | GetMoveSpeedScale (void) |
Returns the movement speed scale. More... | |
virtual void | RouteEnded (void) |
Called when the object is done moving to its destination. More... | |
virtual void | RouteClear (void) |
When called, will wipe any memory of an ongoing route. More... | |
virtual void | CheckRoute (void) |
Internal use only. More... | |
virtual void | RouteToPosition (vector) |
When called, will plot a route to a given world coordinate and start moving. More... | |
virtual void | RouteToPositionDenyFlags (vector, int) |
When called, will plot a route to a given world coordinate and start moving, ignoring any links that contain the given link flags. More... | |
virtual void | ChasePath (string startPath) |
When called, will start following a path_corner. More... | |
virtual void | CheckRoute_Path (void) |
Internal use only. More... | |
virtual void | Physics_Run (void) |
Overridable: Called when the entity is ready to move. More... | |
This entity class represents a moving/pathfinding object.
It knows how to deal with waypoint based nodes and possibly other types of pathfinding in the future.
Adds the specified NSItem to the inventory.
Returns false
when impossible.
Overridable: Returns whether the client can crouch, with the commands +crouch and gocrouch.
Reimplemented in NSClientPlayer.
Returns if this class is capable of crouching.
Reimplemented in NSClientPlayer.
Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright.
Reimplemented in NSClientPlayer.
Overridable: Returns whether the client can prone, with the commands +prone and goprone.
Reimplemented in NSClientPlayer.
Overridable: Returns whether the client can sprint, with the command +sprint.
Reimplemented in NSClientPlayer.
When called, will start following a path_corner.
Internal use only.
Called every frame to see our route progression.
Internal use only.
Called every frame to see our route progression.
Reimplemented from NSEntity.
Reimplemented in ambient_generic.
Returns the current movement values in a single vector (x = fwd, y = rt, y = up)
Gives ammo up of a specified type.
Returns false
when impossible.
Adds a named NSItem to the inventory.
Returns false
when impossible.
Returns true
or false
depending on if the entity has the named item.
Overridable: Called when the entity is ready to move.
When overridden, will no longer move until super function is called, or physics is handled within.
Reimplemented in NSClientPlayer.
Removes a named NSItem from the inventory Returns false
when impossible.
Similar to ::SpawnKey
but for save-game fields.
Whatever you write into file handles within your ::Save()
method needs to be read back in here.
Reimplemented from NSSurfacePropEntity.
Reimplemented in ambient_generic, speaker, NSClient, NSClientPlayer, NSClientSpectator, NSMonster, NSSquadMonster, and NSTalkMonster.
Called when the entity has been successfully restored from a savegame file.
Reimplemented from NSIO.
Called when the object is done moving to its destination.
Reimplemented in NSMonster.
When called, will plot a route to a given world coordinate and start moving.
When called, will plot a route to a given world coordinate and start moving, ignoring any links that contain the given link flags.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSSurfacePropEntity.
Reimplemented in ambient_generic, speaker, NSClient, NSClientPlayer, NSClientSpectator, NSMonster, NSSquadMonster, and NSTalkMonster.
Sets the scale on the movement before physics are run.
This is used to simulate walking. 0 is treated as 1 (no change).
Uses ammo up of a specified type.
Returns false
when impossible.