21#define PLAYER_DETECT_RADIUS 512
87 virtual void Speak(
string);
98 virtual void RunAI(
void);
105 virtual void Input(entity,
string,
string);
106 virtual void SpawnKey(
string,
string);
108 virtual void Save(
float);
109 virtual void Restore(
string,
string);
110 virtual void Touch(entity);
165 float m_sentencePitch;
166 float m_sentenceNext;
169 entity m_useFollowChain;
170 vector m_useLastAtPosition;
171 float m_useFollowChangePathTime;
172 float m_useFollowTraceTime;
173 float m_useFollowSpeedChanged;
174 float m_useFollowSpeed;
177 float m_flFollowDistance;
178 float m_flMaxFollowDistance;
179 bool m_bFollowGrouping;
184 string m_talkAllyShot;
188 string m_talkHearing;
189 string m_talkSmelling;
191 string m_talkSurvived;
192 string m_talkWounded;
196 string m_talkPlayerAsk;
197 string m_talkPlayerGreet;
198 string m_talkPlayerIdle;
199 string m_talkPlayerWounded1;
200 string m_talkPlayerWounded2;
201 string m_talkPlayerWounded3;
202 string m_talkUnfollow;
204 string m_talkStopFollow;
205 string m_talkDenyFollow;
207 virtual void _Alerted(
void);
212 float m_flSentenceTime;
214 int m_iSentenceCount;
216 float m_sndVoiceOffs;
222void ncTalkMonster_ParseSentence(
void);
223void ncTalkMonster_ReadEntity(
bool);
This entity class represents an object with choreographed/free-form movement.
Definition: Actor.h:93
ncSquadMonster based NPCs are able to communicate strategies together.
Definition: SquadMonster.h:24
This class represents ncMonsters that talk.
Definition: TalkMonster.h:78
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: TalkMonster.qc:898
virtual void TalkPlayerWounded3(void)
Called when they tell the player that they're near death.
Definition: TalkMonster.qc:463
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition: TalkMonster.qc:562
virtual void TalkPanic(void)
Called when they're in a state of panic.
Definition: TalkMonster.qc:491
virtual void TalkStopFollow(void)
Called when they tell the player that they'll stop following.
Definition: TalkMonster.qc:534
virtual void PanicFrame(void)
Run every frame if we're in a state of panic.
Definition: TalkMonster.qc:680
nonvirtual void SetSentencePitch(float)
Definition: TalkMonster.qc:256
virtual void HandleAnimEvent(float, int, string)
Callback for any model event that gets triggered while playing a framegroup.
Definition: TalkMonster.qc:68
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: TalkMonster.qc:99
virtual void TalkPlayerAsk(void)
Called when they want to ask the player a question.
Definition: TalkMonster.qc:374
virtual void SeenPlayer(ncActor)
Called when they are greeting the player.
Definition: TalkMonster.qc:335
virtual void OnPlayerUse(void)
Definition: TalkMonster.qc:776
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition: TalkMonster.qc:761
void ncTalkMonster(void)
Definition: TalkMonster.qc:18
virtual void FollowPlayer(void)
Internal use only.
Definition: TalkMonster.qc:582
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
virtual void TalkDenyFollow(void)
Called when they tell the player they won't follow you.
Definition: TalkMonster.qc:548
virtual void ProcessWordQue(void)
Called once per frame to process the word queue.
virtual void SeenFriend(ncActor)
Called when they are chit-chatting with the player.
Definition: TalkMonster.qc:357
virtual void StartleAllies(void)
When called, will startle all allies in a nearby area.
Definition: TalkMonster.qc:274
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
Definition: TalkMonster.qc:323
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: TalkMonster.qc:804
virtual void Speak(string)
When called, will play a single sample (.wav/.ogg) over the network.
Definition: TalkMonster.qc:308
virtual void TalkPlayerWounded1(void)
Called when they tell the player that they're wounded.
Definition: TalkMonster.qc:402
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition: TalkMonster.qc:142
virtual void WarnAllies(void)
When called, will alert all allies in a nearby area.
Definition: TalkMonster.qc:262
virtual void TalkFollow(void)
Called when they tell the player that they'll start following.
Definition: TalkMonster.qc:520
virtual void TalkPlayerWounded2(void)
Called when they tell the player that severely wounded.
Definition: TalkMonster.qc:432
virtual void RunAI(void)
Internal use only.
Definition: TalkMonster.qc:734
virtual void Sentence(string)
When called, will play a Sentence over the network.
Definition: TalkMonster.qc:287
virtual void FollowChain(void)
Internal use only.
Definition: TalkMonster.qc:719
virtual float predraw(void)
virtual void SentenceSample(string)
Plays a single sample from a sentence.
virtual void TalkUnfollow(void)
Called when they tell the player that they'll give up following.
Definition: TalkMonster.qc:506
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37
A sound sample of a sentences.txt word sequence.
Definition: soundDef.h:185