This entity class represents an object with choreographed/free-form movement.
It knows how to deal with waypoint based nodes and possibly other types of pathfinding in the future.
KEYS
- "snd_stepladder" : Sound to play when climbing a ladder.
- "snd_death" : Sound to play upon death.
- "snd_fall" : Sound to play upon taking falldamage.
- "snd_painSmall" : Sound to play when their health is still above 75%.
- "snd_painMedium" : Sound to play when their health is still above 50%.
- "snd_painLarge" : Sound to play when their health is still above 25%.
- "snd_painHuge" : Sound to play when their health is below 25%.
- "snd_landSoft" : Sound to play when landing from any height.
- "snd_landHard" : Sound to play upon a fall, although not damaging.
- "snd_hitArmor" : Sound to play when receiving damage and having some armor protection.
- "snd_hitFlesh" : Sound to play when receiving damage and having no armor protection.
- "snd_airGasp" : Sound to play when coming back up from under water.
- "snd_noAir" : Sound to play when struggling to breathe under water.
- "snd_teleportExit" : Sound to play when having exited a teleporter.
- "snd_teleportStart" : Sound to play when having entered a teleporter.
- "snd_burn" : Sound to play whenever incremental burn damage occurs.
- "snd_healthtake" : Sound to play when receiving a health increase.
- "snd_waterEnter" : Sound to play when entering water.
- "snd_waterExit" : Sound to play when exiting water.
INPUTS
- "UseItem" : Uses a named item in the actor their inventory.
- "GiveItem" : Gives a named item to the actor.
- "GiveAmmo" : Gives a named ammo type with a specific amount. Two arguments: "ammoTypeName" "count"
- "ChangeMindset" : Tells the actor to choose a different type of schedule.
- "PerformSchedule" : Performs a named schedule, defined in
<gamedir>/decls/schedules/.
- "WalkToTarget" : Instruct the actor to walk to the last set target.
- "RunToTarget" : Instruct the actor to run to the last set target.
- "CrouchToTarget" : Instruct the actor to crouch to the last set target.
- "ProneToTarget" : Instruct the actor to prone to the last set target.
- "TargetNearestPlayer" : Target the nearest player from the actor's current position.
- "GoToCover" : Plot a route to promptly take cover.
- "GoToSpotInRadius" : Plot a route to an empty spot within a certain radius of the current position.
- "AvoidSpotInRadius" : Plot a route to a spot outside of a specified radius from the current position.
- "TurnToRandomYaw" : Turns the actor to a random direction.
- "GoForward" : Instruct to keep going forward.
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| void | ncActor (void) |
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| virtual bool | CanSprint (void) |
| | Overridable: Returns whether the client can sprint, with the command +sprint.
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| virtual bool | CanProne (void) |
| | Overridable: Returns whether the client can prone, with the commands +prone and goprone.
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| virtual bool | CanCrouch (void) |
| | Overridable: Returns whether the client can crouch, with the commands +crouch and gocrouch.
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| virtual bool | CanLean (void) |
| | Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright.
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| virtual float | GetForwardSpeed (void) |
| | Overridable: Returns the desired maximum forward movement speed.
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| virtual float | GetSideSpeed (void) |
| | Overridable: Returns the desired maximum side movement speed.
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| virtual float | GetBackSpeed (void) |
| | Overridable: Returns the desired maximum backwardss movement speed.
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| nonvirtual float | GetStamina (void) |
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| nonvirtual bool | IsCrouching (void) |
| | Returns true when the entity is ducked/crouching.
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| nonvirtual bool | IsProne (void) |
| | Returns true when the entity is ducked/crouching.
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| nonvirtual bool | IsStanding (void) |
| | Returns true when the entity is standing, walking.
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| nonvirtual bool | IsSprinting (void) |
| | Returns true when the entity is running.
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| nonvirtual bool | IsLeaning (void) |
| | Returns true when the entity is leaning.
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| nonvirtual bool | MaxAmmo (int) |
| | Returns whether the specified type is maxed out.
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| nonvirtual bool | GiveAmmo (int, int) |
| | Gives ammo up of a specified type.
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| nonvirtual bool | UseAmmo (int, int) |
| | Uses ammo up of a specified type.
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| nonvirtual bool | HasAmmo (int, int) |
| | Returns whether or not the entity has enough of the specified ammo and type.
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| nonvirtual int | GetReserveAmmo (int) |
| | Returns the amount of reserve ammo of a given type.
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| nonvirtual bool | GiveItem (string) |
| | Adds a named ncItem to the inventory.
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| nonvirtual bool | GiveExactItem (ncItem) |
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| nonvirtual bool | RemoveItem (string) |
| | Removes a named ncItem from the inventory Returns false when impossible.
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| nonvirtual bool | AddItem (ncItem) |
| | Adds the specified ncItem to the inventory.
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| nonvirtual ncItem | GetItem (string) |
| | Returns true or false depending on if the entity has the named item.
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| nonvirtual bool | HasItem (string) |
| | Returns true or false depending on if the entity has the named item.
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| nonvirtual bool | HasExactItem (ncItem) |
| | Returns true or false depending on if the entity has the exact item.
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| nonvirtual bool | RemoveAllItems (bool) |
| | Removes all items from the inventory.
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| nonvirtual bool | RemoveAllWeapons (void) |
| | Removes all weapons from the inventory.
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| nonvirtual bool | RemoveWeaponInSlot (int) |
| | Removes the first item in someones specified inventory slot.
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| nonvirtual bool | DropWeaponInSlot (int) |
| | Drops the first item in someones specified inventory slot, placing it into the world in front of them.
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| nonvirtual string | GetCurrentWeapon (void) |
| | Returns the name of the current weapon.
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| nonvirtual void | SwitchToWeapon (string) |
| | Switches the entity to use the desired weapon.
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| nonvirtual void | SwitchToExactWeapon (ncWeapon) |
| | Switches the entity to use the desired weapon.
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| nonvirtual void | SwitchToBestWeapon (bool) |
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| nonvirtual void | LaunchProjectile (string, bool, float) |
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| nonvirtual bool | PlantCharge (string) |
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| virtual ncWeapon | SortWeaponChain (void) |
| | Returns the first weapon in the chain, while ensuring the inventory is sorted.
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| nonvirtual ncWeapon | GetNextWeapon (void) |
| | Retrieve the 'next' weapon in the inventory, sorted by SortWeaponChain().
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| nonvirtual ncWeapon | GetPreviousWeapon (void) |
| | Retrieve the 'previous' weapon in the inventory, sorted by SortWeaponChain().
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| nonvirtual ncWeapon | GetLastWeapon (void) |
| | Retrieve the 'last' weapon they had chosen.
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| virtual void | AddedItemCallback (ncItem) |
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| virtual void | SpawnKey (string, string) |
| | This method handles entity key/value pairs on map load.
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| virtual void | ReloadCachedAttributes (void) |
| | Shared: Called on launch/reload to read variables from defaults.
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| virtual void | SetAnimationPrefix (string animPrefix) |
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| virtual void | ReceiveEvent (float eventID) |
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| virtual void | Save (float) |
| | Handles saving a copy of this entity to a given filehandle.
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| virtual void | Restore (string, string) |
| | Similar to ncIO::SpawnKey() but for save-game fields.
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| virtual void | RestoreComplete (void) |
| | Called when the entity has been successfully restored from a savegame file.
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| virtual void | Respawn (void) |
| | Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
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| virtual void | Spawned (void) |
| | Called when the entity is fulled initialized.
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| virtual void | Input (entity, string, string) |
| | Called when we are being prompted by another object/function with an input message.
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| virtual void | DebugDraw (void) |
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| virtual void | OnRemoveEntity (void) |
| | Handles what happens before the entity gets removed from the client game.
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| virtual void | Death (entity inflictor, entity attacker, int damagePoints, vector dir, vector absImpactPos, int hitBody) |
| | Called when the health is equal or below 0.
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| virtual void | SelectNewSchedule (void) |
| | Overridable: Called regularily to select a new schedule to perform.
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| nonvirtual void | ThinkSchedules (void) |
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| nonvirtual bool | CancelSchedule (void) |
| | Forces a named schedule to be performed.
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| nonvirtual void | PerformSchedule (string) |
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| nonvirtual void | MessageSchedule (string) |
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| nonvirtual bool | IsPerforming (void) |
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| nonvirtual int | PathNodeCount (void) |
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| nonvirtual int | PathCurrentNode (void) |
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| nonvirtual vector | PathDestination (void) |
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| nonvirtual ncEntity | MakeCorpse (float deathSequence) |
| | Call to make a corpse of this actor.
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| virtual bool | CanCrouch (void) |
| | Returns if this class is capable of crouching.
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| nonvirtual vector | GetRouteMovevalues (void) |
| | Returns the current movement values in a single vector (x = fwd, y = rt, y = up)
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| nonvirtual vector | GetRouteDirection (void) |
| | Returns the current movement direction.
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| nonvirtual void | SetMoveSpeedScale (float) |
| | Sets the scale on the movement before physics are run.
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| nonvirtual float | GetMoveSpeedScale (void) |
| | Returns the movement speed scale.
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| virtual void | RouteEnded (void) |
| | Called when the object is done moving to its destination.
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| virtual void | RouteClear (void) |
| | When called, will wipe any memory of an ongoing route.
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| virtual void | CheckRouteProgression (void) |
| | Internal use only.
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| virtual void | RouteToPosition (vector) |
| | When called, will plot a route to a given world coordinate and start moving.
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| virtual void | RouteToPositionDenyFlags (vector, int) |
| | When called, will plot a route to a given world coordinate and start moving, ignoring any links that contain the given link flags.
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| virtual void | ChasePath (string startPath) |
| | When called, will start following a path_corner.
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| virtual void | CheckRouteProgression_Path (void) |
| | Internal use only.
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| virtual void | Physics_Run (void) |
| | Overridable: Called when the entity is ready to move.
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| virtual void | FiredWeapon (string, string) |
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| nonvirtual void | __FiredWeapon (string, string) |
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| virtual void | Event_DrawWeapon (void) |
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| virtual void | Event_FireWeapon (void) |
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| virtual void | Event_ReloadWeaponStart (void) |
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| virtual void | Event_ReloadWeapon (void) |
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| virtual void | Event_ReloadWeaponEnd (void) |
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| virtual void | Event_HolsterWeapon (void) |
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