19 PROJ_CHANGED_ORIGIN_X,
20 PROJ_CHANGED_ORIGIN_Y,
21 PROJ_CHANGED_ORIGIN_Z,
22 PROJ_CHANGED_ANGLES_X,
23 PROJ_CHANGED_ANGLES_Y,
24 PROJ_CHANGED_ANGLES_Z,
25 PROJ_CHANGED_MODELINDEX,
32 PROJ_CHANGED_VELOCITY,
33 PROJ_CHANGED_ANGULARVELOCITY,
34 PROJ_CHANGED_RENDERCOLOR,
35 PROJ_CHANGED_RENDERAMT,
36 PROJ_CHANGED_RENDERMODE,
37} nsprojectile_changed_t;
39.void(entity, entity) m_pImpact;
59 nonvirtual
void SetImpact(
void(entity, entity));
61 nonvirtual
void Animate(
int,
int,
float);
66 virtual void Touch(entity);
68 virtual void Pain(entity, entity,
int, vector,
int);
69 virtual void Death(entity, entity,
int, vector,
int);
71 virtual void SpawnKey(
string,
string);
74 virtual void Save(
float);
75 virtual void Restore(
string,
string);
85 virtual void Launch(vector, vector,
float,
float,
float);
107 int m_iProjectileAnimEnd;
108 int m_iProjectileAnimStart;
109 float m_flProjectileFramerate;
112 float m_flDmgMultiplier;
116 string m_defSplashDamage;
117 vector m_vecLaunchVelocity;
119 float m_flThrustStart;
121 float m_flFrictionLinear;
126 bool m_bDetonateOnFuse;
127 bool m_bDetonateOnDeath;
128 bool m_bDetonateOnWorld;
129 bool m_bDetonateOnActor;
130 bool m_bImpactEffect;
132 bool m_bImpactSurfData;
133 string m_matDetonate;
135 string m_partSmokeFly;
136 string m_partModelDetonate;
137 string m_partSmokeDetonate;
138 string m_partSmokeBounce;
139 string m_partSmokeFuse;
140 string m_defProjectileDebris;
143 vector m_vecDebrisOffset;
144 vector m_vecImpactPos;
146 float m_flLightOffset;
147 vector m_vecExplodeLightColor;
148 float m_fExplodelLightRadius;
149 float m_fExplodelLightFadetime;
153 vector m_vecSpawnMins;
154 vector m_vecSpawnMaxs;
155 float m_flSpawnFrame;
156 vector m_vecSpawnOrigin;
166 string m_strDecalGroup;
170 bool m_bStickToWorld;
171 bool m_bStickToActor;
172 bool m_bThrustHoming;
173 bool m_bInheritVelocity;
177 nonvirtual
void _AnimateThink(
void);
178 nonvirtual
void _ThrustThink(
void);
179 nonvirtual
void _AnimateThinkDead(
void);
181 virtual void _ApplyDamage(
void);
182 virtual void _FireSingle(vector,vector,
float,
float);
184 virtual void OnRemoveEntity(
void);
float traileffectnum
Definition: NSProjectile.h:40
NSProjectile NSProjectile_SpawnDefAttachment(string entityDef, NSEntity theOwner, int attachmentID)
Definition: NSProjectile.qc:1179
NSProjectile NSProjectile_SpawnDefAtPosition(string entityDef, NSEntity theOwner, vector vecOrigin, vector vecAngles)
Definition: NSProjectile.qc:1166
NSProjectile NSProjectile_SpawnDef(string entityDef, NSEntity theOwner)
Definition: NSProjectile.qc:1151
typedef enumflags
Definition: NSProjectile.h:18
triggermode_t
The type of trigger activation.
Definition: NSTrigger.h:40
NSEntity is the lowest of the user-accessible entity class.
Definition: NSEntity.h:54
This entity class represents an interactive projectile.
Definition: NSProjectile.h:48
nonvirtual void SetImpact(void(entity, entity))
Sets the function that'll be called upon impact of the projectile onto a surface.
Definition: NSProjectile.qc:619
nonvirtual void EnableStickToWorld(bool)
Definition: NSProjectile.qc:595
virtual void Trigger(entity, triggermode_t)
Called whenever we're legacy triggered by another object or function.
Definition: NSProjectile.qc:487
void NSProjectile(void)
Definition: NSProjectile.qc:18
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition: NSProjectile.qc:493
nonvirtual void EnableThrustHoming(bool)
Definition: NSProjectile.qc:607
virtual void Touch(entity)
Called upon the projectile touching another object.
Definition: NSProjectile.qc:503
nonvirtual void SetLightColor(vector)
Definition: NSProjectile.qc:559
nonvirtual void EnableInheritVelocity(bool)
Definition: NSProjectile.qc:613
virtual void Restore(string, string)
Similar to NSIO::SpawnKey but for save-game fields.
Definition: NSProjectile.qc:333
nonvirtual void EnableStickToActor(bool)
Definition: NSProjectile.qc:601
nonvirtual void EnableDetonateOnActor(bool)
Definition: NSProjectile.qc:589
nonvirtual void Animate(int, int, float)
When called, will animated between two frame positions at a specified framerate on loop.
Definition: NSProjectile.qc:652
nonvirtual void AnimateOnce(int, int, float)
When called, will animated between two frame positions at a specified framerate and remove itself whe...
Definition: NSProjectile.qc:663
nonvirtual void SetLightRadius(float)
Definition: NSProjectile.qc:565
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition: NSProjectile.qc:1048
nonvirtual void EnableDetonateOnDeath(bool)
Definition: NSProjectile.qc:577
nonvirtual void EnableDetonateOnWorld(bool)
Definition: NSProjectile.qc:583
nonvirtual void EnableDetonateOnFuse(bool)
Definition: NSProjectile.qc:571
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: NSProjectile.qc:278
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: NSProjectile.qc:1113
virtual void _LaunchHitscan(vector, vector, float)
Definition: NSProjectile.qc:750
nonvirtual void _Explode(void)
Definition: NSProjectile.qc:690
virtual void Launch(vector, vector, float, float, float)
Definition: NSProjectile.qc:970
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: NSProjectile.qc:86
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: NSProjectile.qc:1073
virtual float predraw(void)
Definition: NSProjectile.qc:1139
virtual void Death(entity, entity, int, vector, int)
Called when the health is equal or below 0.
Definition: NSProjectile.qc:547
virtual void Pain(entity, entity, int, vector, int)
Called whenever the entity receives damage.
Definition: NSProjectile.qc:541
nonvirtual void _FuseEnded(void)
Definition: NSProjectile.qc:674
This entity represents an NSRenderableEntity with interactive surface properties.
Definition: NSSurfacePropEntity.h:52
This class provides a way to trigger a function in the future.
Definition: NSTimer.h:26
#define NETWORKED_FLOAT(x)
Definition: defs.h:21
#define NETWORKED_VECTOR(x)
Definition: defs.h:22
#define NETWORKED_FLOAT_N(x)
Definition: defs.h:29