146 virtual void PlayGesture(
float gestureAnim,
float overrideTime);
148 virtual void ProcessInput(
void);
149 virtual void PreFrame(
void);
150 virtual void PostFrame(
void);
152 virtual void Physics_Fall(
float);
153 virtual void Physics_Crouch(
void);
154 virtual void Physics_Prone(
void);
155 virtual void Physics_Jump(
void);
156 virtual void Physics_CheckJump(
float);
157 virtual void Physics_SetViewParms(
void);
158 virtual void Physics_WaterJump(
void);
159 virtual void Physics_WaterMove(
void);
160 virtual float Physics_MaxSpeed(
void);
161 virtual void Physics_InputPreMove(
void);
162 virtual void Physics_InputPostMove(
void);
163 virtual void Physics_Run(
void);
165 virtual bool IsFakeSpectator(
void);
166 virtual bool IsRealSpectator(
void);
167 virtual bool IsDead(
void);
168 virtual bool IsPlayer(
void);
169 virtual void SharedInputFrame(
void);
172 virtual bool CanSprint(
void);
174 virtual bool CanProne(
void);
176 virtual bool CanCrouch(
void);
178 virtual bool CanLean(
void);
181 virtual void UpdatePlayerAnimation(
float);
183 virtual void Damage(entity, entity,
ncDict,
float, vector, vector);
184 virtual bool CanPickupEntity(
ncEntity toPickUp,
float massLimit,
float sizeLimit);
187 virtual void VehicleRelink(
void);
188 virtual void OnRemoveEntity(
void);
189 virtual void ReceiveEntity(
float,
float);
190 virtual void _ReceiveComplete(
float,
float);
191 virtual void PredictPreFrame(
void);
192 virtual void PredictPostFrame(
void);
193 virtual void ClientInputFrame(
void);
195 virtual vector CalculateLean(vector);
196 virtual void UpdateAliveCam(
void);
199 virtual void UpdatePlayerJaw(
float);
202 virtual void UpdatePlayerAttachments(
bool);
204 virtual float predraw(
void);
205 virtual void postdraw(
void);
217 virtual void Death(entity, entity,
int, vector, vector,
int);
219 virtual void Input(entity,
string,
string);
243 nonvirtual
float WeaponAnimTime(
void);
245 virtual void Footsteps_Update(
void);
248 nonvirtual
void _UpdatePMoveVars(
void);
251 NETWORKED_INT(m_weaponAnimSequence)
252 NETWORKED_FLOAT(vehicle_entnum)
256 float m_weaponCookingTime;
259 NETWORKED_FLOAT(health)
262 PREDICTED_FLOAT(anim_top)
263 PREDICTED_FLOAT(anim_top_time)
264 PREDICTED_FLOAT(anim_top_delay)
265 PREDICTED_FLOAT(anim_bottom)
266 PREDICTED_FLOAT(anim_bottom_time)
268 NETWORKED_FLOAT_N(colormap)
269 NETWORKED_FLOAT_N(gflags)
270 NETWORKED_FLOAT(viewzoom)
271 NETWORKED_VECTOR_N(view_ofs)
272 NETWORKED_VECTOR_N(m_pmoveBaseVelocity)
273 NETWORKED_VECTOR_N(v_angle)
274 NETWORKED_FLOAT_N(gravity)
275 NETWORKED_FLOAT_N(friction)
277 NETWORKED_FLOAT(m_timeUntilNextAttack)
278 NETWORKED_FLOAT(m_timeUntilNextIdle)
279 NETWORKED_FLOAT(m_timeUntilReloaded)
280 NETWORKED_FLOAT(m_timeSinceJump)
281 NETWORKED_FLOAT(m_timeSinceTeleport)
282 NETWORKED_VECTOR(m_punchAngle)
283 NETWORKED_VECTOR(m_punchVelocity)
285 NETWORKED_INT(m_weaponAnimSequence)
286 NETWORKED_FLOAT(m_weaponAnimTime)
291 NETWORKED_FLOAT_N(activeweapon)
293 int m_ammoTypes_net[MAX_AMMO_TYPES];
296 NETWORKED_ENT(vehicle)
297 NETWORKED_VECTOR(m_pmoveHookVelocity)
313 float m_timeUntilNextFootstep;
315 int m_underwaterDamageDealt;
316 float m_timeUnderwater;
317 float m_timeUntilNextPainSFX;
321 float pb_angle_delta;
322 float pb_player_delta;
323 vector pb_last_angles;
325 int m_friendlyFireDamageDealt;
328 entity m_holdingEntity;
332 virtual void Event_DrawWeapon(
void);
333 virtual void Event_FireWeapon(
void);
334 virtual void Event_ReloadWeaponStart(
void);
335 virtual void Event_ReloadWeapon(
void);
336 virtual void Event_ReloadWeaponEnd(
void);
337 virtual void Event_HolsterWeapon(
void);
362 PLAYER_CUSTOMFIELDSTART,
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:142
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