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;
53 int m_iProjectileAnimEnd;
54 int m_iProjectileAnimStart;
55 float m_flProjectileFramerate;
58 float m_flDmgMultiplier;
62 string m_defSplashDamage;
63 vector m_vecLaunchVelocity;
65 float m_flThrustStart;
67 float m_flFrictionLinear;
72 bool m_bDetonateOnFuse;
73 bool m_bDetonateOnDeath;
74 bool m_bDetonateOnWorld;
75 bool m_bDetonateOnActor;
80 string m_partSmokeFly;
81 string m_partModelDetonate;
82 string m_partSmokeDetonate;
83 string m_partSmokeBounce;
84 string m_partSmokeFuse;
85 string m_defProjectileDebris;
88 float m_flLightOffset;
89 vector m_vecExplodeLightColor;
90 float m_fExplodelLightRadius;
91 float m_fExplodelLightFadetime;
104 bool m_bStickToWorld;
105 bool m_bStickToActor;
106 bool m_bThrustHoming;
107 bool m_bInheritVelocity;
111 nonvirtual
void _AnimateThink(
void);
112 nonvirtual
void _ThrustThink(
void);
113 nonvirtual
void _AnimateThinkDead(
void);
115 virtual void OnRemoveEntity(
void);
130 nonvirtual
void Animate(
int,
int,
float);
137 virtual void Death(
void);
138 virtual void Pain(
void);
140 virtual void SpawnKey(
string,
string);
143 virtual void Save(
float);
144 virtual void Restore(
string,
string);
float traileffectnum
Definition: NSProjectile.h:40
NSProjectile NSProjectile_SpawnDefAttachment(string entityDef, NSEntity theOwner, int attachmentID)
Definition: NSProjectile.qc:964
NSProjectile NSProjectile_SpawnDefAtPosition(string entityDef, NSEntity theOwner, vector vecOrigin, vector vecAngles)
Definition: NSProjectile.qc:951
NSProjectile NSProjectile_SpawnDef(string entityDef, NSEntity theOwner)
Definition: NSProjectile.qc:930
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:52
This entity class represents an interactive projectile.
Definition: NSProjectile.h:45
nonvirtual void SetImpact(void(entity, entity))
Sets the function that'll be called upon impact of the projectile onto a surface.
Definition: NSProjectile.qc:588
nonvirtual void EnableStickToWorld(bool)
Definition: NSProjectile.qc:564
virtual void Trigger(entity, triggermode_t)
Called whenever we're legacy triggered by another object or function.
Definition: NSProjectile.qc:453
void NSProjectile(void)
Definition: NSProjectile.qc:18
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition: NSProjectile.qc:459
virtual void Death(void)
Called when the health is equal or below 0.
Definition: NSProjectile.qc:516
nonvirtual void EnableThrustHoming(bool)
Definition: NSProjectile.qc:576
virtual void Touch(entity)
Called upon the projectile touching another object.
Definition: NSProjectile.qc:469
nonvirtual void SetLightColor(vector)
Definition: NSProjectile.qc:528
nonvirtual void EnableInheritVelocity(bool)
Definition: NSProjectile.qc:582
virtual void Restore(string, string)
Similar to ::SpawnKey but for save-game fields.
Definition: NSProjectile.qc:299
nonvirtual void EnableStickToActor(bool)
Definition: NSProjectile.qc:570
nonvirtual void EnableDetonateOnActor(bool)
Definition: NSProjectile.qc:558
nonvirtual void Animate(int, int, float)
When called, will animated between two frame positions at a specified framerate on loop.
Definition: NSProjectile.qc:621
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:632
nonvirtual void SetLightRadius(float)
Definition: NSProjectile.qc:534
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:827
nonvirtual void EnableDetonateOnDeath(bool)
Definition: NSProjectile.qc:546
nonvirtual void EnableDetonateOnWorld(bool)
Definition: NSProjectile.qc:552
nonvirtual void EnableDetonateOnFuse(bool)
Definition: NSProjectile.qc:540
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: NSProjectile.qc:244
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: NSProjectile.qc:892
nonvirtual void _LaunchHitscan(vector, vector, float)
Definition: NSProjectile.qc:696
nonvirtual void _Explode(void)
Definition: NSProjectile.qc:656
virtual void Pain(void)
Called whenever the entity receives damage.
Definition: NSProjectile.qc:510
nonvirtual void Launch(vector, vector, float, float, float)
Definition: NSProjectile.qc:748
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: NSProjectile.qc:78
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: NSProjectile.qc:852
virtual float predraw(void)
Definition: NSProjectile.qc:918
nonvirtual void _FuseEnded(void)
Definition: NSProjectile.qc:643
This entity represents an NSRenderableEntity with interactive surface properties.
Definition: NSSurfacePropEntity.h:49
This class provides a way to trigger a function in the future.
Definition: NSTimer.h:23
#define NETWORKED_FLOAT(x)
Definition: defs.h:19
#define NETWORKED_VECTOR(x)
Definition: defs.h:20
#define NETWORKED_FLOAT_N(x)
Definition: defs.h:26