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;
60 nonvirtual
void SetImpact(
void(entity, entity));
62 nonvirtual
void Animate(
int,
int,
float);
67 virtual void Touch(entity);
69 virtual void Pain(entity, entity,
int, vector, vector,
int);
70 virtual void Death(entity, entity,
int, vector, vector,
int);
72 virtual void SpawnKey(
string,
string);
75 virtual void Save(
float);
76 virtual void Restore(
string,
string);
78 virtual void Trigger(entity, triggermode_t);
86 virtual void Launch(vector, vector,
float,
float,
float);
105 NETWORKED_FLOAT_N(traileffectnum)
106 NETWORKED_VECTOR(m_vecLightColor)
107 NETWORKED_FLOAT(m_flLightRadius)
111 int m_iProjectileAnimEnd;
112 int m_iProjectileAnimStart;
113 float m_flProjectileFramerate;
116 float m_flDmgMultiplier;
117 float m_trackDelayTime;
121 string m_defSplashDamage;
122 vector m_vecLaunchVelocity;
124 float m_flThrustStart;
126 float m_flFrictionLinear;
131 bool m_bDetonateOnFuse;
132 bool m_bDetonateOnDeath;
133 bool m_bDetonateOnWorld;
134 bool m_bDetonateOnActor;
135 bool m_bImpactEffect;
137 bool m_bImpactSurfData;
138 string m_matDetonate;
140 string m_partSmokeFly;
142 string m_partModelDetonate;
143 string m_partSmokeDetonate;
144 string m_partSmokeBounce;
145 string m_partSmokeFuse;
146 string m_defProjectileDebris;
149 vector m_vecDebrisOffset;
150 vector m_vecDetonateOffset;
151 vector m_vecDamageOffset;
152 vector m_vecImpactPos;
155 float m_flLightOffset;
156 vector m_vecExplodeLightColor;
157 float m_fExplodelLightRadius;
158 float m_fExplodelLightFadetime;
162 vector m_vecSpawnMins;
163 vector m_vecSpawnMaxs;
164 float m_flSpawnFrame;
165 vector m_vecSpawnOrigin;
176 string m_strDecalGroup;
180 bool m_bStickToWorld;
181 bool m_bStickToActor;
182 bool m_bThrustHoming;
183 bool m_bInheritVelocity;
186 vector m_trackJitter;
188 string m_defPlaneImpact;
191 vector m_hitLocation;
193 nonvirtual
void _AnimateThink(
void);
194 nonvirtual
void _ThrustThink(
void);
195 nonvirtual
void _AnimateThinkDead(
void);
197 virtual void _ApplyDamage(
void);
198 virtual void _FireSingle(vector,vector,
float,
float);
200 virtual void OnRemoveEntity(
void);
This entity class represents an object with choreographed/free-form movement.
Definition: NSNavAI.h:50
This entity class represents an attack.
Definition: NSAttack.h:22
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:680
nonvirtual void _Explode(entity)
Definition: NSProjectile.qc:747
nonvirtual void EnableStickToWorld(bool)
Definition: NSProjectile.qc:656
virtual void Trigger(entity, triggermode_t)
Called whenever we're legacy triggered by another object or function.
Definition: NSProjectile.qc:525
void NSProjectile(void)
Definition: NSProjectile.qc:18
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition: NSProjectile.qc:531
virtual void postdraw(void)
Client: Run after the rendering of 3D world is complete.
Definition: NSProjectile.qc:1306
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
Definition: NSProjectile.qc:596
nonvirtual void EnableThrustHoming(bool)
Definition: NSProjectile.qc:668
virtual void Touch(entity)
Called upon the projectile touching another object.
Definition: NSProjectile.qc:541
nonvirtual void SetLightColor(vector)
Definition: NSProjectile.qc:608
nonvirtual void EnableInheritVelocity(bool)
Definition: NSProjectile.qc:674
virtual void Restore(string, string)
Similar to NSIO::SpawnKey but for save-game fields.
Definition: NSProjectile.qc:365
nonvirtual void EnableStickToActor(bool)
Definition: NSProjectile.qc:662
nonvirtual void EnableDetonateOnActor(bool)
Definition: NSProjectile.qc:650
nonvirtual void Animate(int, int, float)
When called, will animated between two frame positions at a specified framerate on loop.
Definition: NSProjectile.qc:712
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:722
nonvirtual void SetLightRadius(float)
Definition: NSProjectile.qc:614
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:1213
nonvirtual void EnableDetonateOnDeath(bool)
Definition: NSProjectile.qc:638
nonvirtual void EnableDetonateOnWorld(bool)
Definition: NSProjectile.qc:644
nonvirtual void EnableDetonateOnFuse(bool)
Definition: NSProjectile.qc:632
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: NSProjectile.qc:308
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: NSProjectile.qc:1280
virtual void _LaunchHitscan(vector, vector, float)
Definition: NSProjectile.qc:847
virtual void Pain(entity, entity, int, vector, vector, int)
Called whenever the entity receives damage.
Definition: NSProjectile.qc:590
nonvirtual void SetWeaponOwner(NSWeapon)
Definition: NSProjectile.qc:620
virtual void Launch(vector, vector, float, float, float)
Definition: NSProjectile.qc:1085
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: NSProjectile.qc:89
nonvirtual NSWeapon GetWeaponOwner(void)
Definition: NSProjectile.qc:626
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: NSProjectile.qc:1238
virtual float predraw(void)
Definition: NSProjectile.qc:1316
nonvirtual void _FuseEnded(void)
Definition: NSProjectile.qc:732
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
This entity class represents weapon based items.
Definition: NSWeapon.h:170
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37
entityDefAPI_t entityDef
Definition: api.h:363