Nuclide
Software Development Kit for id Technology (BETA)
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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.
Public Member Functions | |
void | ncActor (void) |
virtual bool | CanSprint (void) |
Overridable: Returns whether the client can sprint, with the command +sprint. More... | |
virtual bool | CanProne (void) |
Overridable: Returns whether the client can prone, with the commands +prone and goprone. More... | |
virtual bool | CanCrouch (void) |
Overridable: Returns whether the client can crouch, with the commands +crouch and gocrouch. More... | |
virtual bool | CanLean (void) |
Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright. More... | |
virtual float | GetForwardSpeed (void) |
Overridable: Returns the desired maximum forward movement speed. More... | |
virtual float | GetSideSpeed (void) |
Overridable: Returns the desired maximum side movement speed. More... | |
virtual float | GetBackSpeed (void) |
Overridable: Returns the desired maximum backwardss movement speed. More... | |
nonvirtual float | GetStamina (void) |
nonvirtual bool | IsCrouching (void) |
Returns true when the entity is ducked/crouching. More... | |
nonvirtual bool | IsProne (void) |
Returns true when the entity is ducked/crouching. More... | |
nonvirtual bool | IsStanding (void) |
Returns true when the entity is standing, walking. More... | |
nonvirtual bool | IsSprinting (void) |
Returns true when the entity is running. More... | |
nonvirtual bool | IsLeaning (void) |
Returns true when the entity is leaning. More... | |
nonvirtual bool | MaxAmmo (int) |
Returns whether the specified type is maxed out. More... | |
nonvirtual bool | GiveAmmo (int, int) |
Gives ammo up of a specified type. More... | |
nonvirtual bool | UseAmmo (int, int) |
Uses ammo up of a specified type. More... | |
nonvirtual bool | HasAmmo (int, int) |
Returns whether or not the entity has enough of the specified ammo and type. More... | |
nonvirtual int | GetReserveAmmo (int) |
Returns the amount of reserve ammo of a given type. More... | |
nonvirtual bool | GiveItem (string) |
Adds a named ncItem to the inventory. More... | |
nonvirtual bool | RemoveItem (string) |
Removes a named ncItem from the inventory Returns false when impossible. More... | |
nonvirtual bool | AddItem (ncItem) |
Adds the specified ncItem to the inventory. More... | |
nonvirtual bool | HasItem (string) |
Returns true or false depending on if the entity has the named item. More... | |
nonvirtual bool | HasExactItem (ncItem) |
Returns true or false depending on if the entity has the exact item. More... | |
nonvirtual bool | RemoveAllItems (bool) |
Removes all items from the inventory. More... | |
nonvirtual bool | RemoveAllWeapons (void) |
Removes all weapons from the inventory. More... | |
nonvirtual string | GetCurrentWeapon (void) |
Returns the name of the current weapon. More... | |
nonvirtual void | SwitchToWeapon (string) |
Switches the entity to use the desired weapon. More... | |
nonvirtual void | SwitchToExactWeapon (ncWeapon) |
Switches the entity to use the desired weapon. More... | |
nonvirtual void | SwitchToBestWeapon (bool) |
nonvirtual void | LaunchProjectile (string, bool, float) |
nonvirtual bool | PlantCharge (string) |
virtual ncWeapon | SortWeaponChain (void) |
Returns the first weapon in the chain, while ensuring the inventory is sorted. More... | |
nonvirtual ncWeapon | GetNextWeapon (void) |
Retrieve the 'next' weapon in the inventory, sorted by SortWeaponChain(). More... | |
nonvirtual ncWeapon | GetPreviousWeapon (void) |
Retrieve the 'next' weapon in the inventory, sorted by SortWeaponChain(). More... | |
nonvirtual ncWeapon | GetLastWeapon (void) |
Retrieve the 'last' weapon they had chosen. More... | |
virtual void | AddedItemCallback (ncItem) |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ncIO::SpawnKey() but for save-game fields. More... | |
virtual void | RestoreComplete (void) |
Called when the entity has been successfully restored from a savegame file. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
virtual void | DebugDraw (void) |
virtual void | SelectNewSchedule (void) |
Overridable: Called regularily to select a new schedule to perform. More... | |
nonvirtual void | PerformSchedule (string) |
Forces a named schedule to be performed. More... | |
nonvirtual bool | IsPerforming (void) |
virtual bool | CanCrouch (void) |
Returns if this class is capable of crouching. More... | |
nonvirtual vector | GetRouteMovevalues (void) |
Returns the current movement values in a single vector (x = fwd, y = rt, y = up) More... | |
nonvirtual vector | GetRouteDirection (void) |
Returns the current movement direction. More... | |
nonvirtual void | SetMoveSpeedScale (float) |
Sets the scale on the movement before physics are run. More... | |
nonvirtual float | GetMoveSpeedScale (void) |
Returns the movement speed scale. More... | |
virtual void | RouteEnded (void) |
Called when the object is done moving to its destination. More... | |
virtual void | RouteClear (void) |
When called, will wipe any memory of an ongoing route. More... | |
virtual void | CheckRoute (void) |
Internal use only. More... | |
virtual void | RouteToPosition (vector) |
When called, will plot a route to a given world coordinate and start moving. More... | |
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. More... | |
virtual void | ChasePath (string startPath) |
When called, will start following a path_corner. More... | |
virtual void | CheckRoute_Path (void) |
Internal use only. More... | |
virtual void | Physics_Run (void) |
Overridable: Called when the entity is ready to move. More... | |
void ncActor::ncActor | ( | void | ) |
bool ncActor::AddItem | ( | ncItem | theItem | ) |
Adds the specified ncItem to the inventory.
Returns false
when impossible.
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Overridable: Returns whether the client can crouch, with the commands +crouch and gocrouch.
Reimplemented in ncPlayer.
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Returns if this class is capable of crouching.
Reimplemented in ncPlayer.
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Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright.
Reimplemented in ncPlayer.
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Overridable: Returns whether the client can prone, with the commands +prone and goprone.
Reimplemented in ncPlayer.
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Overridable: Returns whether the client can sprint, with the command +sprint.
Reimplemented in ncPlayer.
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When called, will start following a path_corner.
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Internal use only.
Called every frame to see our route progression.
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Reimplemented from ncEntity.
Reimplemented in ambient_generic.
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string ncActor::GetCurrentWeapon | ( | void | ) |
Returns the name of the current weapon.
E.g. "weapon_foobar"
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ncWeapon ncActor::GetLastWeapon | ( | void | ) |
Retrieve the 'last' weapon they had chosen.
If not valid, returns the next best.
float ncActor::GetMoveSpeedScale | ( | void | ) |
Returns the movement speed scale.
ncWeapon ncActor::GetNextWeapon | ( | void | ) |
Retrieve the 'next' weapon in the inventory, sorted by SortWeaponChain().
ncWeapon ncActor::GetPreviousWeapon | ( | void | ) |
Retrieve the 'next' weapon in the inventory, sorted by SortWeaponChain().
int ncActor::GetReserveAmmo | ( | int | ammoType | ) |
Returns the amount of reserve ammo of a given type.
vector ncActor::GetRouteDirection | ( | void | ) |
Returns the current movement direction.
vector ncActor::GetRouteMovevalues | ( | void | ) |
Returns the current movement values in a single vector (x = fwd, y = rt, y = up)
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float ncActor::GetStamina | ( | void | ) |
bool ncActor::GiveAmmo | ( | int | ammoType, |
int | ammoAmount | ||
) |
Gives ammo up of a specified type.
Returns false
when impossible.
bool ncActor::GiveItem | ( | string | itemName | ) |
Adds a named ncItem to the inventory.
Returns false
when impossible.
bool ncActor::HasAmmo | ( | int | ammoType, |
int | ammoAmount | ||
) |
Returns whether or not the entity has enough of the specified ammo and type.
bool ncActor::HasExactItem | ( | ncItem | itemEntity | ) |
Returns true
or false
depending on if the entity has the exact item.
bool ncActor::HasItem | ( | string | itemName | ) |
Returns true
or false
depending on if the entity has the named item.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from ncSurfacePropEntity.
Reimplemented in ambient_generic, ncPlayer, and ncMonster.
bool ncActor::IsCrouching | ( | void | ) |
Returns true
when the entity is ducked/crouching.
bool ncActor::IsLeaning | ( | void | ) |
Returns true
when the entity is leaning.
bool ncActor::IsPerforming | ( | void | ) |
bool ncActor::IsProne | ( | void | ) |
Returns true
when the entity is ducked/crouching.
bool ncActor::IsSprinting | ( | void | ) |
Returns true
when the entity is running.
bool ncActor::IsStanding | ( | void | ) |
Returns true
when the entity is standing, walking.
void ncActor::LaunchProjectile | ( | string | defName, |
bool | thrown, | ||
float | timeOfs | ||
) |
bool ncActor::MaxAmmo | ( | int | ammoType | ) |
Returns whether the specified type is maxed out.
void ncActor::PerformSchedule | ( | string | scheduleDecl | ) |
Forces a named schedule to be performed.
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Overridable: Called when the entity is ready to move.
When overridden, will no longer move until super function is called, or physics is handled within.
Reimplemented in ncPlayer.
bool ncActor::PlantCharge | ( | string | defName | ) |
bool ncActor::RemoveAllItems | ( | bool | ignoreWeapons | ) |
Removes all items from the inventory.
Returns false
when already empty.
bool ncActor::RemoveAllWeapons | ( | void | ) |
Removes all weapons from the inventory.
Returns false
when already clear.
bool ncActor::RemoveItem | ( | string | itemName | ) |
Removes a named ncItem from the inventory Returns false
when impossible.
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Similar to ncIO::SpawnKey() but for save-game fields.
Whatever you write into file handles within your ncIO::Save()
method needs to be read back in here.
Reimplemented from ncSurfacePropEntity.
Reimplemented in ambient_generic, speaker, ncClient, ncPlayer, ncSpectator, ncMonster, ncSquadMonster, and ncTalkMonster.
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Called when the entity has been successfully restored from a savegame file.
Reimplemented from ncIO.
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When called, will wipe any memory of an ongoing route.
Reimplemented in ncBot.
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Called when the object is done moving to its destination.
Reimplemented in ncMonster.
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When called, will plot a route to a given world coordinate and start moving.
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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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Handles saving a copy of this entity to a given filehandle.
Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from ncSurfacePropEntity.
Reimplemented in ambient_generic, speaker, ncClient, ncPlayer, ncSpectator, ncMonster, ncSquadMonster, and ncTalkMonster.
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Overridable: Called regularily to select a new schedule to perform.
void ncActor::SetMoveSpeedScale | ( | float | newValue | ) |
Sets the scale on the movement before physics are run.
This is used to simulate walking. 0 is treated as 1 (no change).
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Returns the first weapon in the chain, while ensuring the inventory is sorted.
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Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned();
inside your method when overriding.
Reimplemented from ncSurfacePropEntity.
Reimplemented in ambient_generic, speaker, ncPlayer, ncMonster, and ncSquadMonster.
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This method handles entity key/value pairs on map load.
You can easily convert the strValue
parameter using the ReadFloat etc. methods that are part of ncIO.
Reimplemented from ncSurfacePropEntity.
Reimplemented in monster_furniture, ambient_generic, speaker, ncMonster, ncSquadMonster, and ncTalkMonster.
void ncActor::SwitchToBestWeapon | ( | bool | ignoreActive | ) |
void ncActor::SwitchToExactWeapon | ( | ncWeapon | item | ) |
Switches the entity to use the desired weapon.
void ncActor::SwitchToWeapon | ( | string | weaponName | ) |
Switches the entity to use the desired weapon.
bool ncActor::UseAmmo | ( | int | ammoType, |
int | ammoAmount | ||
) |
Uses ammo up of a specified type.
Returns false
when impossible.