30 virtual void ProcessInput(
void);
31 virtual void PreFrame(
void);
32 virtual void PostFrame(
void);
34 virtual void Physics_Fall(
float);
35 virtual void Physics_Crouch(
void);
36 virtual void Physics_Prone(
void);
37 virtual void Physics_Jump(
void);
38 virtual void Physics_CheckJump(
float);
39 virtual void Physics_SetViewParms(
void);
40 virtual void Physics_WaterJump(
void);
41 virtual void Physics_WaterMove(
void);
42 virtual float Physics_MaxSpeed(
void);
43 virtual void Physics_InputPreMove(
void);
44 virtual void Physics_InputPostMove(
void);
45 virtual void Physics_Run(
void);
47 virtual bool IsFakeSpectator(
void);
48 virtual bool IsRealSpectator(
void);
49 virtual bool IsDead(
void);
50 virtual bool IsPlayer(
void);
51 virtual void SharedInputFrame(
void);
54 virtual bool CanSprint(
void);
56 virtual bool CanProne(
void);
58 virtual bool CanCrouch(
void);
60 virtual bool CanLean(
void);
63 virtual void UpdatePlayerAnimation(
float);
67 virtual void VehicleRelink(
void);
68 virtual void OnRemoveEntity(
void);
69 virtual void ReceiveEntity(
float,
float);
70 virtual void PredictPreFrame(
void);
71 virtual void PredictPostFrame(
void);
72 virtual void ClientInputFrame(
void);
73 virtual void UpdateAliveCam(
void);
76 virtual void UpdatePlayerJaw(
float);
79 virtual void UpdatePlayerAttachments(
bool);
81 virtual float predraw(
void);
82 virtual void postdraw(
void);
113 virtual void Footsteps_Update(
void);
179 int m_iUnderwaterDamage;
180 float m_flUnderwaterTime;
185 float pb_angle_delta;
186 float pb_player_delta;
211 PLAYER_CUSTOMFIELDSTART,
noref vector v_angle
Definition: NSClientPlayer.h:17
enumflags
Definition: NSClientPlayer.h:195
noref float health
Definition: NSSurfacePropEntity.h:18
This entity class represents every player client.
Definition: NSClientPlayer.h:26
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 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 Restore(string, string)
Similar to ::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.
virtual void MakeSpectator(void)
When called, will turn the client into a general spectator.
virtual void Death(void)
Called when the health is equal or below 0.
This entity class represents every spectator client.
Definition: NSClientSpectator.h:66
This entity represents any NSEntity with advanced rendering properties.
Definition: NSRenderableEntity.h:91
vector view_ofs
Definition: pmove.h:20
#define PREDICTED_FLOAT_N(x)
Definition: defs.h:38
#define PREDICTED_INT_N(x)
Definition: defs.h:37
float gflags
Definition: defs.h:186
float teleport_time
Definition: defs.h:184
#define PREDICTED_FLOAT(x)
Definition: defs.h:31
#define PREDICTED_VECTOR_N(x)
Definition: defs.h:39
#define PREDICTED_VECTOR(x)
Definition: defs.h:32
vector basevelocity
Definition: defs.h:185
#define PREDICTED_INT(x)
Definition: defs.h:30
#define PREDICTED_ENT(x)
Definition: defs.h:33