25} NSClientSpectatorFlags_t;
52 SPECFLAG_BUTTON_RELEASED,
72 float m_flLastSpecTargetChange;
112 virtual void Save(
float);
113 virtual void Restore(
string,
string);
void Spectator_ReadEntity(float new)
Definition: NSClientSpectator.qc:547
string g_specmodes[]
Definition: NSClientSpectator.h:39
NSClientSpectatorMode_t
Definition: NSClientSpectator.h:28
@ SPECMODE_LOCKEDCHASE
Definition: NSClientSpectator.h:30
@ SPECMODE_FREE
Definition: NSClientSpectator.h:32
@ SPECMODE_FREEOVERVIEW
Definition: NSClientSpectator.h:34
@ SPECMODE_DEATHCAM
Definition: NSClientSpectator.h:29
@ SPECMODE_THIRDPERSON
Definition: NSClientSpectator.h:31
@ SPECMODE_FIRSTPERSON
Definition: NSClientSpectator.h:33
@ SPECMODE_CHASEOVERVIEW
Definition: NSClientSpectator.h:35
typedef enumflags
Definition: NSClientSpectator.h:18
This entity class represents every spectator client.
Definition: NSClientSpectator.h:66
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
virtual void InputMode(void)
Call to change the spectating mode.
Definition: NSClientSpectator.qc:401
virtual bool IsRealSpectator(void)
Returns if we're a 'real' spectator.
Definition: NSClientSpectator.qc:42
virtual void InputPrevious(void)
Call to spectate the previous player target.
Definition: NSClientSpectator.qc:321
virtual bool IsDead(void)
Returns if we're considered 'dead'.
Definition: NSClientSpectator.qc:48
virtual void ProcessInput(void)
Called within the class to deal with the final input handling of the client.
Definition: NSClientSpectator.qc:66
virtual void ServerInputFrame(void)
Server: This is where the input* variables arrive after sending them out from the client (see ClientI...
Definition: NSClientSpectator.qc:140
virtual bool IsFakeSpectator(void)
Returns if we're a 'fake' spectator.
Definition: NSClientSpectator.qc:60
virtual void ClientInputFrame(void)
Client: Called on the client to give a chance to override input_* variables before networking them ta...
virtual void SharedInputFrame(void)
Like ClientInputFrame and ServerInputFrame, but run on both client and server at the same time.
Definition: NSClientSpectator.qc:90
virtual void SpectatorTrackPlayer(void)
Called every frame to track with our target player.
Definition: NSClientSpectator.qc:476
virtual void PreFrame(void)
Run once, every frame, before physics are run on the player.
Definition: NSClientSpectator.qc:436
virtual void WarpToTarget(void)
Re-teleport to the target we're spectating.
Definition: NSClientSpectator.qc:82
virtual void PostFrame(void)
Run once, every frame, after physics are run on the player.
Definition: NSClientSpectator.qc:534
nonvirtual void SpectatorDeathcam(NSRenderableEntity, NSEntity, float)
Definition: NSClientSpectator.qc:525
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition: NSClientSpectator.qc:511
void NSClientSpectator(void)
Definition: NSClientSpectator.qc:18
virtual bool IsPlayer(void)
Returns if we're a player.
Definition: NSClientSpectator.qc:54
virtual void Restore(string, string)
Similar to ::SpawnKey but for save-game fields.
Definition: NSClientSpectator.qc:32
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: NSClientSpectator.qc:109
virtual void InputNext(void)
Call to spectate the next spectating target.
Definition: NSClientSpectator.qc:244
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: NSClientSpectator.qc:26
virtual float predraw(void)
This entity class is the lowest client/player class.
Definition: NSClient.h:24
NSEntity is the lowest of the user-accessible entity class.
Definition: NSEntity.h:52
This entity represents any NSEntity with advanced rendering properties.
Definition: NSRenderableEntity.h:91
#define PREDICTED_FLOAT(x)
Definition: defs.h:31