18#define ACTOR_LOG imageToConsole("gfx/icon16/eye", ICN_SIZE, "Actor Log")
21var
int autocvar_g_infiniteAmmo = 0i;
22var
bool autocvar_ai_debugNav =
false;
25_ncActor_Log(
string className,
string functionName,
float edictNum,
string warnMessage)
27 if (autocvar_g_logTimestamps)
28 printf(
"%s ^9%f ^5%s (%d) ^7: %s\n", ACTOR_LOG, time, functionName, edictNum, warnMessage);
30 printf(
"%s ^5%s (%d) ^7: %s\n", ACTOR_LOG, functionName, edictNum, warnMessage);
32#define ncActor_Log(...) if (autocvar_g_logLevel >= LOGLEVEL_DEBUG) _ncActor_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
99 virtual bool CanSprint(
void);
101 virtual bool CanProne(
void);
103 virtual bool CanCrouch(
void);
105 virtual bool CanLean(
void);
108 virtual float GetForwardSpeed(
void);
110 virtual float GetSideSpeed(
void);
112 virtual float GetBackSpeed(
void);
115 nonvirtual
float GetStamina(
void);
118 nonvirtual
bool IsCrouching(
void);
120 nonvirtual
bool IsProne(
void);
122 nonvirtual
bool IsStanding(
void);
124 nonvirtual
bool IsSprinting(
void);
126 nonvirtual
bool IsLeaning(
void);
130 nonvirtual
bool MaxAmmo(
int);
132 nonvirtual
bool GiveAmmo(
int,
int);
134 nonvirtual
bool UseAmmo(
int,
int);
136 nonvirtual
bool HasAmmo(
int,
int);
138 nonvirtual
int GetReserveAmmo(
int);
142 nonvirtual
bool GiveNamedItem(
string);
144 nonvirtual
bool GiveExactItem(
ncItem);
146 nonvirtual
bool RemoveItem(
ncItem);
148 nonvirtual
bool RemoveNamedItem(
string);
150 nonvirtual
ncItem GetItem(
string);
152 nonvirtual
bool HasItem(
string);
154 nonvirtual
bool HasExactItem(
ncItem);
156 nonvirtual
bool RemoveAllItems(
bool);
158 nonvirtual
bool RemoveAllWeapons(
void);
160 nonvirtual
bool RemoveWeaponInSlot(
int);
163 nonvirtual
ncItem DropWeaponInSlot(
int);
165 nonvirtual
ncItem DropCurrentWeapon(
void);
168 nonvirtual
ncItem DropNamedItem(
string);
171 nonvirtual
string GetCurrentWeapon(
void);
173 nonvirtual
void SwitchToWeapon(
string);
175 nonvirtual
void SwitchToExactWeapon(
ncWeapon);
176 nonvirtual
void SwitchToBestWeapon(
bool);
178 nonvirtual
void LaunchProjectile(
string,
bool,
float);
179 nonvirtual
bool PlantCharge(
string);
182 virtual ncWeapon SortWeaponChain(
void);
184 nonvirtual
ncWeapon GetNextWeapon(
void);
186 nonvirtual
ncWeapon GetPreviousWeapon(
void);
188 nonvirtual
ncWeapon GetLastWeapon(
void);
190 virtual void AddedItemCallback(
ncItem);
191 virtual void SpawnKey(
string,
string);
192 virtual void ReloadCachedAttributes(
void);
193 virtual void SetAnimationPrefix(
string animPrefix);
196 virtual void ReceiveEvent(
float eventID);
201 virtual void Save(
float);
202 virtual void Restore(
string,
string);
203 virtual void RestoreComplete(
void);
204 virtual void Respawn(
void);
205 virtual void Spawned(
void);
206 virtual void Input(entity,
string,
string);
207 virtual void DebugDraw(
void);
208 virtual void OnRemoveEntity(
void);
209 virtual void Pain(entity inflictor, entity attacker,
int damagePoints, vector dir, vector absImpactPos,
int hitBody);
210 virtual void Death(entity inflictor, entity attacker,
int damagePoints, vector dir, vector absImpactPos,
int hitBody);
213 virtual void SelectNewSchedule(
void);
214 nonvirtual
void ThinkSchedules(
void);
217 nonvirtual
bool CancelSchedule(
void);
218 nonvirtual
void PerformSchedule(
string);
219 nonvirtual
void MessageSchedule(
string);
220 nonvirtual
bool IsPerforming(
void);
222 nonvirtual
int PathNodeCount(
void);
223 nonvirtual
int PathCurrentNode(
void);
224 nonvirtual vector PathDestination(
void);
227 nonvirtual
ncEntity MakeCorpse(
float deathSequence);
233 nonvirtual vector GetRouteMovevalues(
void);
235 nonvirtual vector GetRouteDirection(
void);
237 nonvirtual
void SetMoveSpeedScale(
float);
239 nonvirtual
float GetMoveSpeedScale(
void);
242 virtual void RouteEnded(
void);
244 virtual void RouteClear(
void);
246 virtual void CheckRouteProgression(
void);
248 virtual void RouteToPosition(vector);
250 virtual void RouteToPositionDenyFlags(vector,
int);
252 virtual void ChasePath(
string startPath);
254 virtual void CheckRouteProgression_Path(
void);
256 virtual void Physics_Run(
void);
259 virtual void FiredWeapon(
string,
string);
260 nonvirtual
void __FiredWeapon(
string,
string);
262 virtual void Event_DrawWeapon(
void);
263 virtual void Event_FireWeapon(
void);
264 virtual void Event_ReloadWeaponStart(
void);
265 virtual void Event_ReloadWeapon(
void);
266 virtual void Event_ReloadWeaponEnd(
void);
267 virtual void Event_HolsterWeapon(
void);
274 nonvirtual
float __ActForPrefix(
string actName,
string animPrefix,
string emotionString);
280 int m_pathfindingNodeCount;
281 int m_pathfindingCurrentNode;
282 nodeslist_t *m_pathfindingGraph;
283 vector m_pathfindingDestination;
286 float m_timeUntilDroppingRoute;
287 vector m_pathfindingLastPos;
288 entity m_followingEntity;
289 float m_moveSpeedKey;
295 int m_ammoTypes[MAX_AMMO_TYPES];
297 NETWORKED_FLOAT(m_itemStart)
298 NETWORKED_FLOAT(m_currentStamina)
299 float m_weaponCookingTime;
334 float m_actIdleCrouch;
335 float m_actIdleProne;
337 float m_actWalkCrouch;
338 float m_actWalkProne;
344 float m_actReloadStart;
346 float m_actReloadEnd;
356 float m_timeUnderwater;
361.ncWeapon m_activeWeapon;
365void ncActor_ListInventory(
ncActor);
This entity class represents an object with choreographed/free-form movement.
Definition: Actor.h:93
virtual bool CanCrouch(void)
Returns if this class is capable of crouching.
ncEntity is the lowest of the user-accessible entity class.
Definition: Entity.h:75
This entity class represents inventory items, weapons.
Definition: Item.h:138
Dictionary for sound effect definition.
Definition: SoundDict.h:39
This entity represents an ncRenderableEntity with interactive surface properties.
Definition: SurfacePropEntity.h:70
This entity class represents weapon based items.
Definition: Weapon.h:305
void ncWeapon(void)
Definition: Weapon.qc:18