Nuclide
Software Development Kit for id Technology
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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.
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 float | GetStamina (void) |
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 | MaxAmmo (int) |
Returns whether the specified type is maxed out. 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 | SwitchToBestWeapon (bool) |
nonvirtual void | LaunchProjectile (string, bool, float) |
nonvirtual bool | PlantCharge (string) |
virtual NSWeapon | SortWeaponChain (void) |
Returns the first weapon in the chain, while ensuring the inventory is sorted. More... | |
nonvirtual NSWeapon | GetNextWeapon (void) |
Retrieve the 'next' weapon in the inventory, sorted by SortWeaponChain(). More... | |
nonvirtual NSWeapon | GetPreviousWeapon (void) |
Retrieve the 'next' weapon in the inventory, sorted by SortWeaponChain(). More... | |
nonvirtual NSWeapon | GetLastWeapon (void) |
Retrieve the 'last' weapon they had chosen. More... | |
virtual void | AddedItemCallback (NSItem) |
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 | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. 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... | |
void NSActor::NSActor | ( | void | ) |
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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Returns if this class is capable of crouching.
Reimplemented in NSClientPlayer.
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Overridable: Returns whether the client can lean, with the commands +leanleft and +leanright.
Reimplemented in NSClientPlayer.
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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.
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When called, will start following a path_corner.
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Internal use only.
Called every frame to see our route progression.
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Reimplemented from NSEntity.
Reimplemented in ambient_generic.
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string NSActor::GetCurrentWeapon | ( | void | ) |
Returns the name of the current weapon.
E.g. "weapon_foobar"
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NSWeapon NSActor::GetLastWeapon | ( | void | ) |
Retrieve the 'last' weapon they had chosen.
If not valid, returns the next best.
float NSActor::GetMoveSpeedScale | ( | void | ) |
Returns the movement speed scale.
NSWeapon NSActor::GetNextWeapon | ( | void | ) |
Retrieve the 'next' weapon in the inventory, sorted by SortWeaponChain().
NSWeapon NSActor::GetPreviousWeapon | ( | void | ) |
Retrieve the 'next' weapon in the inventory, sorted by SortWeaponChain().
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)
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float NSActor::GetStamina | ( | void | ) |
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.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from NSSurfacePropEntity.
Reimplemented in ambient_generic, NSClientPlayer, and NSMonster.
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.
void NSActor::LaunchProjectile | ( | string | defName, |
bool | thrown, | ||
float | timeOfs | ||
) |
bool NSActor::MaxAmmo | ( | int | ammoType | ) |
Returns whether the specified type is maxed out.
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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.
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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.
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Called when the entity has been successfully restored from a savegame file.
Reimplemented from NSIO.
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When called, will wipe any memory of an ongoing route.
Reimplemented in NSBot.
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Called when the object is done moving to its destination.
Reimplemented in NSMonster.
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When called, will plot a route to a given world coordinate and start moving.
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When called, will plot a route to a given world coordinate and start moving, ignoring any links that contain the given link flags.
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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.
void NSActor::SetMoveSpeedScale | ( | float | newValue | ) |
Sets the scale on the movement before physics are run.
This is used to simulate walking. 0 is treated as 1 (no change).
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Returns the first weapon in the chain, while ensuring the inventory is sorted.
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Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned();
inside your method when overriding.
Reimplemented from NSSurfacePropEntity.
Reimplemented in ambient_generic, speaker, NSClientPlayer, NSMonster, and NSSquadMonster.
void NSActor::SwitchToBestWeapon | ( | bool | ignoreActive | ) |
void NSActor::SwitchToExactWeapon | ( | NSWeapon | item | ) |
Switches the entity to use the desired weapon.
void NSActor::SwitchToWeapon | ( | string | weaponName | ) |
Switches the entity to use the desired weapon.
bool NSActor::UseAmmo | ( | int | ammoType, |
int | ammoAmount | ||
) |
Uses ammo up of a specified type.
Returns false
when impossible.