Nuclide
Software Development Kit for id Tech
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This entity class represents an object with choreographed/free-form movement. More...
#include <NSNavAI.h>
Public Member Functions | |
void | NSActor (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 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 | 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 NSItem to the inventory. More... | |
nonvirtual bool | RemoveItem (string) |
Removes a named NSItem from the inventory Returns false when impossible. More... | |
nonvirtual bool | AddItem (NSItem) |
Adds the specified NSItem 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 (NSItem) |
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 (NSWeapon) |
Switches the entity to use the desired weapon. More... | |
nonvirtual void | LaunchProjectile (string, bool, float) |
nonvirtual bool | PlantCharge (string) |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to NSIO::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 | DebugDraw (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... | |
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.
bool NSActor::AddItem | ( | NSItem | theItem | ) |
Adds the specified NSItem 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 NSClientPlayer.
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virtual |
Returns if this class is capable of crouching.
Reimplemented in NSClientPlayer.
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virtual |
Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright.
Reimplemented in NSClientPlayer.
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virtual |
Overridable: Returns whether the client can prone, with the commands +prone and goprone.
Reimplemented in NSClientPlayer.
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Overridable: Returns whether the client can sprint, with the command +sprint.
Reimplemented in NSClientPlayer.
When called, will start following a path_corner.
Internal use only.
Called every frame to see our route progression.
Reimplemented from NSEntity.
Reimplemented in ambient_generic.
Returns the name of the current weapon.
E.g. "weapon_foobar"
int NSActor::GetReserveAmmo | ( | int | ammoType | ) |
Returns the amount of reserve ammo of a given type.
vector NSActor::GetRouteDirection | ( | void | ) |
Returns the current movement direction.
vector NSActor::GetRouteMovevalues | ( | void | ) |
Returns the current movement values in a single vector (x = fwd, y = rt, y = up)
bool NSActor::GiveAmmo | ( | int | ammoType, |
int | ammoAmount | ||
) |
Gives ammo up of a specified type.
Returns false
when impossible.
bool NSActor::GiveItem | ( | string | itemName | ) |
Adds a named NSItem to the inventory.
Returns false
when impossible.
bool NSActor::HasAmmo | ( | int | ammoType, |
int | ammoAmount | ||
) |
Returns whether or not the entity has enough of the specified ammo and type.
bool NSActor::HasExactItem | ( | NSItem | itemEntity | ) |
Returns true
or false
depending on if the entity has the exact item.
bool NSActor::HasItem | ( | string | itemName | ) |
Returns true
or false
depending on if the entity has the named item.
bool NSActor::IsCrouching | ( | void | ) |
Returns true
when the entity is ducked/crouching.
bool NSActor::IsLeaning | ( | void | ) |
Returns true
when the entity is leaning.
bool NSActor::IsProne | ( | void | ) |
Returns true
when the entity is ducked/crouching.
bool NSActor::IsSprinting | ( | void | ) |
Returns true
when the entity is running.
bool NSActor::IsStanding | ( | void | ) |
Returns true
when the entity is standing, walking.
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 NSClientPlayer.
bool NSActor::PlantCharge | ( | string | defName | ) |
bool NSActor::RemoveAllItems | ( | bool | ignoreWeapons | ) |
Removes all items from the inventory.
Returns false
when already empty.
bool NSActor::RemoveAllWeapons | ( | void | ) |
Removes all weapons from the inventory.
Returns false
when already clear.
bool NSActor::RemoveItem | ( | string | itemName | ) |
Removes a named NSItem from the inventory Returns false
when impossible.
Similar to NSIO::SpawnKey
but for save-game fields.
Whatever you write into file handles within your NSIO::Save()
method needs to be read back in here.
Reimplemented from NSSurfacePropEntity.
Reimplemented in ambient_generic, speaker, NSClient, NSClientPlayer, NSClientSpectator, NSMonster, NSSquadMonster, and NSTalkMonster.
Called when the entity has been successfully restored from a savegame file.
Reimplemented from NSIO.
When called, will wipe any memory of an ongoing route.
Reimplemented in NSBot.
Called when the object is done moving to its destination.
Reimplemented in NSMonster.
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virtual |
When called, will plot a route to a given world coordinate and start moving.
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virtual |
When called, will plot a route to a given world coordinate and start moving, ignoring any links that contain the given link flags.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSSurfacePropEntity.
Reimplemented in ambient_generic, speaker, NSClient, NSClientPlayer, NSClientSpectator, NSMonster, NSSquadMonster, and NSTalkMonster.
Sets the scale on the movement before physics are run.
This is used to simulate walking. 0 is treated as 1 (no change).
bool NSActor::UseAmmo | ( | int | ammoType, |
int | ammoAmount | ||
) |
Uses ammo up of a specified type.
Returns false
when impossible.