68 virtual void ProcessInput(
void);
69 virtual void PreFrame(
void);
70 virtual void PostFrame(
void);
72 virtual void Physics_Fall(
float);
73 virtual void Physics_Crouch(
void);
74 virtual void Physics_Prone(
void);
75 virtual void Physics_Jump(
void);
76 virtual void Physics_CheckJump(
float);
77 virtual void Physics_SetViewParms(
void);
78 virtual void Physics_WaterJump(
void);
79 virtual void Physics_WaterMove(
void);
80 virtual float Physics_MaxSpeed(
void);
81 virtual void Physics_InputPreMove(
void);
82 virtual void Physics_InputPostMove(
void);
83 virtual void Physics_Run(
void);
85 virtual bool IsFakeSpectator(
void);
86 virtual bool IsRealSpectator(
void);
87 virtual bool IsDead(
void);
88 virtual bool IsPlayer(
void);
89 virtual void SharedInputFrame(
void);
92 virtual bool CanSprint(
void);
94 virtual bool CanProne(
void);
96 virtual bool CanCrouch(
void);
98 virtual bool CanLean(
void);
101 virtual void UpdatePlayerAnimation(
float);
103 virtual void Damage(entity, entity,
ncDict,
float, vector, vector);
104 virtual bool CanPickupEntity(
ncEntity toPickUp,
float massLimit,
float sizeLimit);
107 virtual void VehicleRelink(
void);
108 virtual void OnRemoveEntity(
void);
109 virtual void ReceiveEntity(
float,
float);
110 virtual void _ReceiveComplete(
float,
float);
111 virtual void PredictPreFrame(
void);
112 virtual void PredictPostFrame(
void);
113 virtual void ClientInputFrame(
void);
115 virtual vector CalculateLean(vector);
116 virtual void UpdateAliveCam(
void);
119 virtual void UpdatePlayerJaw(
float);
122 virtual void UpdatePlayerAttachments(
bool);
124 virtual float predraw(
void);
125 virtual void postdraw(
void);
137 virtual void Death(entity, entity,
int, vector, vector,
int);
139 virtual void Input(entity,
string,
string);
163 virtual void Footsteps_Update(
void);
165 nonvirtual
void _UpdatePMoveVars(
void);
170 NETWORKED_INT(weaponframe)
171 NETWORKED_FLOAT(vehicle_entnum)
175 NETWORKED_INT_N(weaponframe)
176 float nadeCookingTime;
179 NETWORKED_FLOAT(health)
181 NETWORKED_FLOAT_N(colormap)
182 NETWORKED_FLOAT_N(gflags)
183 NETWORKED_FLOAT(viewzoom)
184 NETWORKED_VECTOR_N(view_ofs)
185 NETWORKED_VECTOR_N(basevelocity)
186 NETWORKED_VECTOR_N(v_angle)
187 NETWORKED_FLOAT_N(gravity)
188 NETWORKED_FLOAT_N(friction)
190 NETWORKED_FLOAT(w_attack_next)
191 NETWORKED_FLOAT(w_idle_next)
192 NETWORKED_FLOAT(w_reload_next)
193 NETWORKED_FLOAT(jump_time)
194 NETWORKED_FLOAT(teleport_time)
195 NETWORKED_FLOAT(weapontime)
196 NETWORKED_VECTOR(punchangle)
197 NETWORKED_VECTOR(punchvelocity)
202 NETWORKED_INT(g_items)
203 NETWORKED_FLOAT_N(activeweapon)
205 int m_iAmmoTypes_net[MAX_AMMO_TYPES];
209 NETWORKED_ENT(vehicle)
216 NETWORKED_VECTOR(grapvelocity)
234 int m_iUnderwaterDamage;
235 float m_flUnderwaterTime;
240 float pb_angle_delta;
241 float pb_player_delta;
242 vector pb_last_angles;
247 entity m_holdingEntity;
270 PLAYER_CUSTOMFIELDSTART,
274void obituary(
string,
string,
string,
string);
This class is responsible for handling groups of key/value pairs.
Definition: Dict.h:42
ncEntity is the lowest of the user-accessible entity class.
Definition: Entity.h:75
This entity class represents inventory items, weapons.
Definition: Item.h:138
This class networks pmove related variables to each client.
Definition: pmove.h:45
This entity class represents every player client.
Definition: Player.h:64
virtual void InputUse_Up(void)
Called when we let go of the button bound to +use.
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
nonvirtual void PickupEntity(ncEntity)
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
virtual bool CanPickupEntity(ncEntity, float, float)
virtual float OptimiseChangedFlags(entity, float)
Helper function that will optimise the changed-flags of your player entity.
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
virtual void InputUse_Down(void)
Called when we press the button bound to +use.
virtual void MakePlayer(void)
When called, will turn the client into a proper player.
virtual void MakeTempSpectator(void)
When called, will turn the client into a spectator until the next round.
virtual void MakeSpectator(void)
When called, will turn the client into a general spectator.
virtual void Spawned(void)
Called when the entity is fulled initialized.
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
virtual void ServerInputFrame(void)
Server: This is where the input* variables arrive after sending them out from the client (see ClientI...
This entity represents any ncEntity with advanced rendering properties.
Definition: RenderableEntity.h:94
This entity class represents every spectator client.
Definition: Spectator.h:69
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37