22_NSActor_Log(
string className,
string functionName,
float edictNum,
string warnMessage)
25 printf(
"^9%f ^5%s (%d) ^7: %s\n", time, functionName, edictNum, warnMessage);
27 printf(
"^5%s (%d) ^7: %s\n", functionName, edictNum, warnMessage);
29#define NSActor_Log(...) _NSActor_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
56 virtual bool CanSprint(
void);
58 virtual bool CanProne(
void);
60 virtual bool CanCrouch(
void);
62 virtual bool CanLean(
void);
65 virtual float GetForwardSpeed(
void);
67 virtual float GetSideSpeed(
void);
69 virtual float GetBackSpeed(
void);
72 nonvirtual
bool IsCrouching(
void);
74 nonvirtual
bool IsProne(
void);
76 nonvirtual
bool IsStanding(
void);
78 nonvirtual
bool IsSprinting(
void);
80 nonvirtual
bool IsLeaning(
void);
84 nonvirtual
bool GiveAmmo(
int,
int);
86 nonvirtual
bool UseAmmo(
int,
int);
88 nonvirtual
bool HasAmmo(
int,
int);
90 nonvirtual
int GetReserveAmmo(
int);
94 nonvirtual
bool GiveItem(
string);
96 nonvirtual
bool RemoveItem(
string);
98 nonvirtual
bool AddItem(
NSItem);
100 nonvirtual
bool HasItem(
string);
102 nonvirtual
bool HasExactItem(
NSItem);
104 nonvirtual
bool RemoveAllItems(
bool);
106 nonvirtual
bool RemoveAllWeapons(
void);
108 nonvirtual
string GetCurrentWeapon(
void);
110 nonvirtual
void SwitchToWeapon(
string);
112 nonvirtual
void SwitchToExactWeapon(
NSWeapon);
114 nonvirtual
void LaunchProjectile(
string,
bool,
float);
115 nonvirtual
bool PlantCharge(
string);
119 virtual void Save(
float);
120 virtual void Restore(
string,
string);
121 virtual void RestoreComplete(
void);
122 virtual void DebugDraw(
void);
128 nonvirtual vector GetRouteMovevalues(
void);
130 nonvirtual vector GetRouteDirection(
void);
132 nonvirtual
void SetMoveSpeedScale(
float);
134 nonvirtual
float GetMoveSpeedScale(
void);
137 virtual void RouteEnded(
void);
139 virtual void RouteClear(
void);
141 virtual void CheckRoute(
void);
143 virtual void RouteToPosition(vector);
145 virtual void RouteToPositionDenyFlags(vector,
int);
147 virtual void ChasePath(
string startPath);
149 virtual void CheckRoute_Path(
void);
151 virtual void Physics_Run(
void);
159 nodeslist_t *m_pRoute;
160 vector m_vecLastNode;
161 vector m_vecTurnAngle;
164 float _m_flRouteGiveUp;
165 vector _m_vecRoutePrev;
166 vector m_vecRouteEntity;
168 float m_flMoveSpeedKey;
177 float m_flFirstInventoryItem;
weapontype_t
Definition: NSNavAI.h:33
@ WPNTYPE_SEMI
Definition: NSNavAI.h:39
@ WPNTYPE_THROW
Definition: NSNavAI.h:36
@ WPNTYPE_RANGED
Definition: NSNavAI.h:35
@ WPNTYPE_FULLAUTO
Definition: NSNavAI.h:38
@ WPNTYPE_CLOSE
Definition: NSNavAI.h:37
@ WPNTYPE_INVALID
Definition: NSNavAI.h:34
void _NSActor_Log(string className, string functionName, float edictNum, string warnMessage)
Definition: NSNavAI.h:22
var bool autocvar_ai_debugNav
Definition: NSNavAI.h:20
var bool autocvar_g_infiniteAmmo
Definition: NSNavAI.h:18
void NSActor_ListInventory(NSActor)
Definition: NSNavAI.qc:946
This entity class represents an object with choreographed/free-form movement.
Definition: NSNavAI.h:50
virtual bool CanCrouch(void)
Returns if this class is capable of crouching.
NSEntity is the lowest of the user-accessible entity class.
Definition: NSEntity.h:54
This entity class represents inventory items, weapons.
Definition: NSItem.h:68
This entity represents an NSRenderableEntity with interactive surface properties.
Definition: NSSurfacePropEntity.h:52
This entity class represents weapon based items.
Definition: NSWeapon.h:86
var bool autocvar_g_logTimestamps
Definition: global.h:17
#define printf(...)
Definition: global.h:30
#define MAX_AMMO_TYPES
Definition: defs.h:69