19    WEAPONFL_CHANGED_MODELINDEX,
 
   20    WEAPONFL_CHANGED_ORIGIN,
 
   21    WEAPONFL_CHANGED_ANGLES,
 
   22    WEAPONFL_CHANGED_VELOCITY,
 
   23    WEAPONFL_CHANGED_ANGULARVELOCITY,
 
   24    WEAPONFL_CHANGED_SIZE,
 
   25    WEAPONFL_CHANGED_FLAGS,
 
   26    WEAPONFL_CHANGED_SOLID,
 
   27    WEAPONFL_CHANGED_FRAME,
 
   28    WEAPONFL_CHANGED_SKIN,
 
   29    WEAPONFL_CHANGED_MOVETYPE,
 
   30    WEAPONFL_CHANGED_EFFECTS,
 
   31    WEAPONFL_CHANGED_BODY,
 
   32    WEAPONFL_CHANGED_SCALE,
 
   33    WEAPONFL_CHANGED_ENTITYDEF,
 
   34    WEAPONFL_CHANGED_CLIP,
 
   35    WEAPONFL_CHANGED_CHAIN,
 
   36    WEAPONFL_CHANGED_STATE,
 
   37    WEAPONFL_CHANGED_NEXTWEAPON,
 
   38    WEAPONFL_CHANGED_PREVWEAPON,
 
   48    WEAPONSTATE_OVERHEATED,
 
   50    WEAPONSTATE_RELOAD_START,
 
   52    WEAPONSTATE_RELOAD_END,
 
   53    WEAPONSTATE_BURSTFIRING
 
   56string nsweapon_state_s[] =
 
   59    "WEAPONSTATE_RELOAD_START",
 
   61    "WEAPONSTATE_RELOAD_END",
 
   62    "WEAPONSTATE_CHARGING",
 
   63    "WEAPONSTATE_FIRELOOP",
 
   64    "WEAPONSTATE_RELEASED",
 
   65    "WEAPONSTATE_OVERHEATED" 
  316    virtual void SpawnKey(
string, 
string);
 
  317    virtual void Save(
float);
 
  318    virtual void Restore(
string, 
string);
 
  343    virtual void Draw(
void);
 
  351    virtual void Reload(
void);
 
  355    virtual void Idle(
void);
 
  363    nonvirtual 
void PlaySound(
string, 
float, 
bool);
 
  406    nonvirtual 
void Attack(
string);
 
  420    nonvirtual 
void _SetWeaponState(nsweapon_state_t);
 
  422    nonvirtual 
void _SwitchedToCallback(
void);
 
  424    nonvirtual 
void _SwitchedFromCallback(
void);
 
  425    nonvirtual 
void _WeaponStartedFiring(
void);
 
  426    nonvirtual 
void _WeaponStoppedFiring(
void);
 
  427    nonvirtual 
void _PrimaryAttack(
void);
 
  428    nonvirtual 
void _SecondaryAttack(
void);
 
  429    nonvirtual 
void _SwitchedWeaponMode(
void);
 
  430    virtual void _AddedCallback(
void);
 
  431    virtual void _RemovedCallback(
void);
 
  434    nonvirtual 
ncWeapon GetNextWeapon(
void);
 
  436    nonvirtual 
ncWeapon GetPreviousWeapon(
void);
 
  438    nonvirtual 
void EmptySound(
void);
 
  440    nonvirtual 
void SetViewZoom(
float);
 
  443    virtual void HandleAnimEvent(
float, 
int, 
string);
 
  447    nonvirtual 
void _ReloadFinished(
void);
 
  451    string m_weaponTitle;
 
  453    int m_weaponHUDSlotPos;
 
  454    string m_weaponHUDIcon;
 
  455    string m_weaponHUDIconSel;
 
  456    string m_weaponViewModelPath;
 
  457    string m_weaponPlayerModelPath;
 
  458    string m_weaponScript;
 
  459    string m_weaponAmmoType;
 
  460    bool m_weaponRequiresAmmo;
 
  461    int m_weaponClipStartSize;
 
  462    string m_weaponDropsItem;
 
  464    NETWORKED_INT(m_weaponClip)
 
  465    NETWORKED_INT(m_weaponClipSize)
 
  466    NETWORKED_FLOAT(m_weaponFireInfoValue)
 
  467    NETWORKED_MODELINDEX(m_viewModel)
 
  468    NETWORKED_MODELINDEX(m_worldModel)
 
  469    NETWORKED_MODELINDEX(m_playerModel)
 
  470    NETWORKED_FLOAT(m_weaponFireRate)
 
  471    NETWORKED_FLOAT(m_weaponState)
 
  472    NETWORKED_BOOL(m_weaponIsFiring)
 
  473    NETWORKED_BOOL(m_weaponOverheating)
 
  474    NETWORKED_FLOAT(m_burstCount)
 
  477    string m_weaponLastFireInfo;
 
  478    string m_primaryFireInfo;
 
  479    string m_secondaryFireInfo;
 
  480    int m_primaryAmmoType;
 
  481    int m_secondaryAmmoType;
 
  482    float m_jointTrailWorld;
 
  483    float m_jointTrailView;
 
  484    float m_weaponAmmoRegenTime;
 
  485    float m_weaponAmmoDepleteTime;
 
  487    bool m_altAlternates;
 
  490    float m_nextWeapon_entnum;
 
  491    float m_prevWeapon_entnum;
 
  496    string m_fiMuzzleFlashMaterial;
 
  497    string m_fiMuzzleFlashModelPath;
 
  498    vector m_fiMuzzleFlashColor;
 
  499    float m_fiMuzzleFlashRadius;
 
  500    string m_fiFXSmokeParticle;
 
  501    bool m_fiFXSmokeContinous;
 
  503    bool m_fiAmmoRequired;
 
  505    bool m_fiDrawAfterRelease;
 
  506    bool m_fiFireUnderwater;
 
  507    bool m_fiLoopingFire;
 
  509    bool m_fiWillRelease;
 
  510    float m_fiBrassDelay;
 
  511    float m_fiCartridgeDelay;
 
  512    float m_fiChargeTime;
 
  514    float m_fiOverheatLength;
 
  515    float m_fiOverheatPoints;
 
  516    float m_fiReloadTime;
 
  519    float m_fiPrimedFuse;
 
  522    bool m_fiRemoveOnEmpty;
 
  524    string m_fiCartridgeDef;
 
  525    string m_fiDetonateOnFire;
 
  527    string m_fiOnRelease;
 
  530    string m_fiSndFailed;
 
  532    string m_fiSndFireLast;
 
  533    string m_fiSndFireLoop;
 
  534    string m_fiSndFireLoop;
 
  535    string m_fiSndFireStart;
 
  536    string m_fiSndFireStop;
 
  537    string m_fiSndRelease;
 
  538    vector m_fiPunchAngle;
 
  539    vector m_fiPunchSpring;
 
  541    bool m_fiAltModeSwitch;
 
  542    bool m_fiBuggyIdleAnim;
 
  546    float m_fiDepleteRate;
 
  550    float m_fiKnockBackRelease;
 
  551    float m_fiTestDistance;
 
 
  554.ncWeapon m_nextWeapon;
 
  555.ncWeapon m_prevWeapon;
 
void ncItem(void)
Definition Item.qc:18
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition Weapon.qc:399
virtual void InputFrame(void)
Definition Weapon.qc:1202
nonvirtual bool DetonateDef(string)
Definition Weapon.qc:1078
virtual bool UseAmmo(string)
Definition Weapon.qc:1013
nonvirtual void SetViewModel(string)
Definition Weapon.qc:2173
virtual void UpdateGUI(void)
Overridable: When the HUD is requested to be drawn.
Definition Weapon.qc:2165
nonvirtual float OverheatingProgress(void)
Definition Weapon.qc:2087
virtual void RestoreComplete(void)
Called when the entity has been successfully restored from a savegame file.
Definition Weapon.qc:304
virtual void SetReloadNext(float)
Definition Weapon.qc:2239
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition Weapon.qc:281
virtual bool TestFireAbility(string)
Definition Weapon.qc:1483
virtual void ReleasedWeaponAttack(string)
Overridable: Controls def_onRelease event.
Definition Weapon.qc:1208
virtual void RemovedFromInventory(void)
Called when an item was removed from someones inventory.
Definition Weapon.qc:89
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition Weapon.qc:491
nonvirtual int GetClipSize(void)
Definition Weapon.qc:2099
virtual void SecondaryAttack(void)
Overridable: On +attack2 execution.
Definition Weapon.qc:1752
virtual void WeaponStartedFiring(void)
Overridable: Called once when the weapon started firing.
Definition Weapon.qc:2071
virtual void PrimaryAttack(void)
Overridable: On +attack execution.
Definition Weapon.qc:1714
virtual void Idle(void)
Overridable: When the weapon is supposed to be doing something on its own.
Definition Weapon.qc:1515
virtual void ClientFX(bool)
Definition Weapon.qc:620
virtual void Reload(void)
Overridable: On +reload execution.
Definition Weapon.qc:1861
virtual void PredictPostFrame(void)
Definition Weapon.qc:761
virtual void FireInfoChanged(void)
Overridable: Called when the active fireInfo changed.
Definition Weapon.qc:262
nonvirtual void SetPlayerModel(string)
Definition Weapon.qc:2201
virtual void Holster(void)
Overridable: Called when we are about to switch to another weapon.
Definition Weapon.qc:995
virtual void Release(void)
Overridable: When no buttons are held, or you forcefully want to stop firing.
Definition Weapon.qc:2117
virtual bool IsEmpty(void)
Definition Weapon.qc:926
virtual void FiredWeaponAttack(string)
Overridable: Controls def_onFire event.
Definition Weapon.qc:1173
virtual void SetIdleNext(float)
Definition Weapon.qc:2251
virtual bool HasReserveAmmo(void)
Definition Weapon.qc:1964
nonvirtual nsweapon_state_t GetWeaponState(void)
Definition Weapon.qc:118
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition Weapon.qc:316
virtual bool UsesSecondaryAmmo(void)
Definition Weapon.qc:2324
virtual void WeaponStoppedFiring(void)
Overridable: Called once when the weapon stopped firing.
Definition Weapon.qc:2076
virtual void WeaponStoppedReloading(void)
Overridable: Called once when the weapon stopped reloading.
Definition Weapon.qc:1833
nonvirtual void SwitchFireInfo(string)
Set the active fire Info of the weapon to this one.
Definition Weapon.qc:267
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition Weapon.qc:645
nonvirtual int GetClip(void)
Definition Weapon.qc:2093
virtual bool CanReload(void)
Definition Weapon.qc:2300
virtual void SetAttackNext(float)
Definition Weapon.qc:2226
virtual bool CanFire(void)
Definition Weapon.qc:2279
virtual bool CanIdle(void)
Definition Weapon.qc:2267
nonvirtual float PlayerSpeedMod(void)
Definition Weapon.qc:2081
virtual void PredictPreFrame(void)
Definition Weapon.qc:720
nonvirtual void SetWorldModel(string)
Definition Weapon.qc:2187
virtual void ReceiveEvent(float)
Definition Weapon.qc:710
virtual void UpdateFireInfoCache(void)
Overridable: Called when requesting to cache values from decl to attributes.
Definition Weapon.qc:124
virtual void EjectBrass(void)
Definition Weapon.qc:1097
nonvirtual void PlaySound(string, float, bool)
Definition Weapon.qc:1467
virtual void SwitchedToWeapon(void)
Overridable: Called when we've switched to this weapon successfully.
Definition Weapon.qc:94
nonvirtual int FireInfoSelected(void)
Definition Weapon.qc:2111
virtual void Draw(void)
Overridable: Called when we switch to this weapon from another.
Definition Weapon.qc:955
nonvirtual void Attack(string)
Definition Weapon.qc:1230
nonvirtual void SetWeaponFrame(float)
Definition Weapon.qc:2215
void ncWeapon(void)
Definition Weapon.qc:18
virtual void EjectCartridge(void)
Definition Weapon.qc:1134
virtual bool IsWeapon(void)
Definition Weapon.qc:920
virtual void AddedToInventory(void)
Called when an item was added to someones inventory.
Definition Weapon.qc:84
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition Weapon.qc:365
virtual void ReloadCachedAttributes(void)
Overriding this: Called to cache some entityDef values.
Definition Weapon.qc:812
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition Weapon.qc:553
nonvirtual bool RequiresAmmo(void)
Definition Weapon.qc:2105
nonvirtual bool WeaponIsFiring(void)
Returns whether the weapon is being actively fired by the owner.
Definition Weapon.qc:2065
virtual void SwitchedFromWeapon(void)
Overridable: Called when we've switched from this weapon successfully.
Definition Weapon.qc:99
virtual void WeaponStartedReloading(void)
Overridable: Called once when the weapon stopped reloading.
Definition Weapon.qc:1827