146 virtual void PlayGesture(
float gestureAnim,
float overrideTime);
168 virtual bool IsDead(
void);
184 virtual void Damage(entity, entity,
ncDict,
float, vector, vector);
218 virtual void Death(entity, entity,
int, vector, vector,
int);
220 virtual void Input(entity,
string,
string);
249 nonvirtual
void _UpdatePMoveVars(
void);
252 NETWORKED_INT(m_weaponAnimSequence)
253 NETWORKED_FLOAT(vehicle_entnum)
255 float clsndindex_idle;
259 float m_weaponCookingTime;
262 NETWORKED_FLOAT(health)
263 NETWORKED_FLOAT(sndindex_idle)
266 NETWORKED_FLOAT(anim_top)
267 NETWORKED_FLOAT(anim_top_time)
268 NETWORKED_FLOAT(anim_top_delay)
269 NETWORKED_FLOAT(anim_bottom)
270 NETWORKED_FLOAT(anim_bottom_time)
272 NETWORKED_FLOAT_N(colormap)
273 NETWORKED_FLOAT_N(gflags)
274 NETWORKED_FLOAT(viewzoom)
275 NETWORKED_VECTOR_N(view_ofs)
276 NETWORKED_FLOAT_N(vw_index)
277 NETWORKED_VECTOR_N(m_pmoveBaseVelocity)
278 NETWORKED_VECTOR_N(v_angle)
279 NETWORKED_FLOAT_N(gravity)
280 NETWORKED_FLOAT_N(friction)
282 NETWORKED_FLOAT(m_timeUntilNextAttack)
283 NETWORKED_FLOAT(m_timeUntilNextIdle)
284 NETWORKED_FLOAT(m_timeUntilReloaded)
285 NETWORKED_FLOAT(m_timeSinceJump)
286 NETWORKED_FLOAT(m_timeSinceTeleport)
287 NETWORKED_VECTOR(m_punchAngle)
288 NETWORKED_VECTOR(m_punchVelocity)
290 NETWORKED_INT(m_weaponAnimSequence)
291 NETWORKED_FLOAT(m_weaponAnimTime)
296 NETWORKED_FLOAT_N(activeweapon)
298 int m_ammoTypes_net[MAX_AMMO_TYPES];
301 NETWORKED_ENT(vehicle)
302 NETWORKED_VECTOR(m_pmoveHookVelocity)
318 float m_timeUntilNextFootstep;
320 int m_underwaterDamageDealt;
321 float m_timeUnderwater;
322 float m_timeUntilNextPainSFX;
326 float pb_angle_delta;
327 float pb_player_delta;
328 vector pb_last_angles;
330 int m_friendlyFireDamageDealt;
333 entity m_holdingEntity;
334 NETWORKED_FLOAT(m_animBackend)
338 virtual void Event_DrawWeapon(
void);
339 virtual void Event_FireWeapon(
void);
340 virtual void Event_ReloadWeaponStart(
void);
341 virtual void Event_ReloadWeapon(
void);
342 virtual void Event_ReloadWeaponEnd(
void);
343 virtual void Event_HolsterWeapon(
void);
345 nonvirtual
void UpdatePlayerAnimation_Skeletal(
float timelength);
346 nonvirtual
void UpdatePlayerAnimation_Goose(
float timelength);
347 nonvirtual
void UpdatePlayerAnimation_Valve(
float timelength);
372 PLAYER_CUSTOMFIELDSTART,
This class is responsible for handling groups of key/value pairs.
Definition Dict.h:35
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
virtual bool IsPlayer(void)
Returns if we're a player.
Definition Player.qc:183
virtual void SharedInputFrame(void)
Like ClientInputFrame and ServerInputFrame, but run on both client and server at the same time.
Definition Player.qc:126
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition Player.qc:2019
virtual void InputUse_Up(void)
Called when we let go of the button bound to +use.
virtual bool CanSprint(void)
Overridable: Returns whether the client can sprint, with the command +sprint.
Definition Player.qc:195
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
virtual bool IsDead(void)
Returns if we're considered 'dead'.
Definition Player.qc:177
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
virtual void PredictPreFrame(void)
Definition Player.qc:1157
virtual void UpdatePlayerAttachments(bool)
Empty.
Definition Player.qc:690
virtual bool CanPickupEntity(ncEntity toPickUp, float massLimit, float sizeLimit)
Definition Player.qc:94
nonvirtual void PickupEntity(ncEntity)
virtual void Physics_Crouch(void)
Definition player_pmove.qc:92
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 void PreFrame(void)
Run once, every frame, before physics are run on the player.
Definition Player.qc:234
virtual void Footsteps_Update(void)
Definition Player.qc:2054
virtual void Physics_Run(void)
Overridable: Called when the entity is ready to move.
Definition player_pmove.qc:602
virtual void ProcessInput(void)
Called within the class to deal with the final input handling of the client.
Definition Player.qc:333
virtual void Physics_WaterJump(void)
Definition player_pmove.qc:328
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
virtual void UpdatePlayerJaw(float)
Empty.
Definition Player.qc:685
virtual void PlayGesture(float gestureAnim, float overrideTime)
Definition Player.qc:668
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
virtual void PostFrame(void)
Run once, every frame, after physics are run on the player.
Definition Player.qc:303
virtual void Physics_InputPreMove(void)
Definition player_pmove.qc:466
virtual void Physics_Fall(float)
Definition player_pmove.qc:38
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
virtual bool CanLean(void)
Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright.
Definition Player.qc:210
virtual float predraw(void)
Definition Player.qc:696
virtual void Damage(entity, entity, ncDict, float, vector, vector)
Applies damage to the entity.
Definition Player.qc:2136
virtual void InputUse_Down(void)
Called when we press the button bound to +use.
virtual void Physics_Jump(void)
Definition player_pmove.qc:255
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition Player.qc:1028
virtual void MakePlayer(void)
When called, will turn the client into a proper player.
virtual void UpdatePlayerAnimation(float)
Empty & shared between Client and Server.
Definition Player.qc:528
virtual void ClientInputFrame(void)
Client: Called on the client to give a chance to override input_* variables before networking them ta...
Definition Player.qc:922
virtual void Physics_CheckJump(float)
Definition player_pmove.qc:284
virtual void MakeTempSpectator(void)
When called, will turn the client into a spectator until the next round.
virtual bool IsFakeSpectator(void)
Returns if we're a 'fake' spectator.
Definition Player.qc:189
virtual void _ReceiveComplete(float, float)
Called once ReceiveEntity has done its job.
Definition Player.qc:1022
virtual void MakeSpectator(void)
When called, will turn the client into a general spectator.
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
virtual void Physics_SetViewParms(void)
Definition player_pmove.qc:315
virtual void PredictPostFrame(void)
Definition Player.qc:1224
virtual void UpdateAliveCam(void)
Client: Called every single client frame when this client is alive.
Definition Player.qc:881
virtual void Physics_InputSprint(void)
Definition player_pmove.qc:533
nonvirtual float WeaponAnimTime(void)
Definition Player.qc:2048
virtual void Physics_Prone(void)
Definition player_pmove.qc:172
virtual void Physics_InputPostMove(void)
Definition player_pmove.qc:556
virtual void postdraw(void)
Client: Run after the rendering of 3D world is complete.
Definition Player.qc:831
virtual bool IsRealSpectator(void)
Returns if we're a 'real' spectator.
Definition Player.qc:171
virtual void OnRemoveEntity(void)
Handles what happens before the entity gets removed from the client game.
Definition Player.qc:836
virtual bool CanProne(void)
Overridable: Returns whether the client can prone, with the commands +prone and goprone.
Definition Player.qc:204
virtual bool CanCrouch(void)
Overridable: Returns whether the client can crouch, with the commands +crouch and gocrouch.
Definition Player.qc:216
virtual void Physics_WaterMove(void)
Definition player_pmove.qc:357
virtual void ServerInputFrame(void)
Server: This is where the input* variables arrive after sending them out from the client (see ClientI...
virtual vector CalculateLean(vector)
Definition Player.qc:848
void ncPlayer(void)
Definition Player.qc:25
virtual float Physics_MaxSpeed(void)
Definition player_pmove.qc:428
This entity represents any ncEntity with advanced rendering properties.
Definition RenderableEntity.h:94
void ncSpectator(void)
Definition Spectator.qc:18