32 virtual void ProcessInput(
void);
33 virtual void PreFrame(
void);
34 virtual void PostFrame(
void);
36 virtual void Physics_Fall(
float);
37 virtual void Physics_Crouch(
void);
38 virtual void Physics_Prone(
void);
39 virtual void Physics_Jump(
void);
40 virtual void Physics_CheckJump(
float);
41 virtual void Physics_SetViewParms(
void);
42 virtual void Physics_WaterJump(
void);
43 virtual void Physics_WaterMove(
void);
44 virtual float Physics_MaxSpeed(
void);
45 virtual void Physics_InputPreMove(
void);
46 virtual void Physics_InputPostMove(
void);
47 virtual void Physics_Run(
void);
49 virtual bool IsFakeSpectator(
void);
50 virtual bool IsRealSpectator(
void);
51 virtual bool IsDead(
void);
52 virtual bool IsPlayer(
void);
53 virtual void SharedInputFrame(
void);
56 virtual bool CanSprint(
void);
58 virtual bool CanProne(
void);
60 virtual bool CanCrouch(
void);
62 virtual bool CanLean(
void);
65 virtual void UpdatePlayerAnimation(
float);
67 virtual void Damage(entity, entity,
NSDict,
float, vector, vector);
70 virtual void VehicleRelink(
void);
71 virtual void OnRemoveEntity(
void);
72 virtual void ReceiveEntity(
float,
float);
73 virtual void _ReceiveComplete(
float,
float);
74 virtual void PredictPreFrame(
void);
75 virtual void PredictPostFrame(
void);
76 virtual void ClientInputFrame(
void);
78 virtual vector CalculateLean(vector);
79 virtual void UpdateAliveCam(
void);
82 virtual void UpdatePlayerJaw(
float);
85 virtual void UpdatePlayerAttachments(
bool);
87 virtual float predraw(
void);
88 virtual void postdraw(
void);
100 virtual void Death(entity, entity,
int, vector, vector,
int);
102 virtual void Input(entity,
string,
string);
120 virtual bool CanPickupEntity(
NSEntity,
float,
float);
126 virtual void Footsteps_Update(
void);
128 nonvirtual
void _UpdatePMoveVars(
void);
133 NETWORKED_INT(weaponframe)
134 NETWORKED_FLOAT(vehicle_entnum)
138 NETWORKED_INT_N(weaponframe)
139 float nadeCookingTime;
142 NETWORKED_FLOAT(health)
144 NETWORKED_FLOAT_N(colormap)
145 NETWORKED_FLOAT_N(gflags)
146 NETWORKED_FLOAT(viewzoom)
147 NETWORKED_VECTOR_N(view_ofs)
148 NETWORKED_VECTOR_N(basevelocity)
149 NETWORKED_VECTOR_N(v_angle)
150 NETWORKED_FLOAT_N(gravity)
151 NETWORKED_FLOAT_N(friction)
153 NETWORKED_FLOAT(w_attack_next)
154 NETWORKED_FLOAT(w_idle_next)
155 NETWORKED_FLOAT(w_reload_next)
156 NETWORKED_FLOAT(jump_time)
157 NETWORKED_FLOAT(teleport_time)
158 NETWORKED_FLOAT(weapontime)
159 NETWORKED_VECTOR(punchangle)
160 NETWORKED_VECTOR(punchvelocity)
165 NETWORKED_INT(g_items)
166 NETWORKED_FLOAT_N(activeweapon)
168 int m_iAmmoTypes_net[MAX_AMMO_TYPES];
172 NETWORKED_ENT(vehicle)
179 NETWORKED_VECTOR(grapvelocity)
197 int m_iUnderwaterDamage;
198 float m_flUnderwaterTime;
203 float pb_angle_delta;
204 float pb_player_delta;
205 vector pb_last_angles;
210 entity m_holdingEntity;
233 PLAYER_CUSTOMFIELDSTART,
237void obituary(
string,
string,
string,
string);
This entity class represents every player client.
Definition: NSClientPlayer.h:28
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 Save(float)
Handles saving a copy of this entity to a given filehandle.
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
virtual void Spawned(void)
Called when the entity is fulled initialized.
virtual float OptimiseChangedFlags(entity, float)
Helper function that will optimise the changed-flags of your player entity.
virtual void ServerInputFrame(void)
Server: This is where the input* variables arrive after sending them out from the client (see ClientI...
virtual void InputUse_Up(void)
Called when we let go of the button bound to +use.
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
virtual void Restore(string, string)
Similar to NSIO::SpawnKey but for save-game fields.
virtual void InputUse_Down(void)
Called when we press the button bound to +use.
virtual void MakeTempSpectator(void)
When called, will turn the client into a spectator until the next round.
virtual void MakePlayer(void)
When called, will turn the client into a proper player.
nonvirtual void PickupEntity(NSEntity)
virtual void MakeSpectator(void)
When called, will turn the client into a general spectator.
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
This entity class represents every spectator client.
Definition: NSClientSpectator.h:69
This class is responsible for handling groups of key/value pairs.
Definition: NSDict.h:42
NSEntity is the lowest of the user-accessible entity class.
Definition: NSEntity.h:54
This entity class represents inventory items, weapons.
Definition: NSItem.h:67
This class networks pmove related variables to each client.
Definition: pmove.h:45
This entity represents any NSEntity with advanced rendering properties.
Definition: NSRenderableEntity.h:94
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37