18 ITEMFL_CHANGED_MODELINDEX,
19 ITEMFL_CHANGED_ORIGIN_X,
20 ITEMFL_CHANGED_ORIGIN_Y,
21 ITEMFL_CHANGED_ORIGIN_Z,
22 ITEMFL_CHANGED_ANGLES_X,
23 ITEMFL_CHANGED_ANGLES_Y,
24 ITEMFL_CHANGED_ANGLES_Z,
25 ITEMFL_CHANGED_VELOCITY,
26 ITEMFL_CHANGED_ANGULARVELOCITY,
27 ITEMFL_CHANGED_RENDERPROPS,
33 ITEMFL_CHANGED_MOVETYPE,
34 ITEMFL_CHANGED_EFFECTS,
36 ITEMFL_CHANGED_ENTITYDEF,
148 virtual void Touch(entity);
150 virtual void SpawnKey(
string,
string);
151 virtual void Input(entity,
string,
string);
152 virtual void Save(
float);
153 virtual void Restore(
string,
string);
173 virtual void OnUse(entity);
202 virtual void _AddedCallback(
void);
204 virtual void _RemovedCallback(
void);
206 int m_itemWasDropped;
213 int m_itemPickupFloats;
214 bool m_itemPickupSpins;
218 int m_itemGivesHealth;
219 int m_itemGivesArmor;
220 float m_itemGivesAir;
221 int m_itemGivesBonusHealth;
222 int m_itemGivesBonusArmor;
225 string m_itemRequiresItem;
226 bool _m_itemTouchPickup;
228 int m_itemGivesAmmo[MAX_AMMO_TYPES];
231 NETWORKED_FLOAT(chain_entnum)
232 NETWORKED_FLOAT(owner_entnum)
236 float m_hiddenModelIndex;
237 float m_hiddenSequence;
This entity class represents inventory items, weapons.
Definition: Item.h:138
nonvirtual void BecomeDropped(void)
Definition: Item.qc:554
virtual bool IsWeapon(void)
Definition: Item.qc:892
virtual void PredictPreFrame(void)
Definition: Item.qc:804
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: Item.qc:731
virtual void AddedToInventory(void)
Called when an item was added to someones inventory.
Definition: Item.qc:876
virtual void RemovedFromInventory(void)
Called when an item was removed from someones inventory.
Definition: Item.qc:881
virtual void OnUse(entity)
Overridable: Called when this item is used.
Definition: Item.qc:324
nonvirtual void BecomeSolid(void)
Definition: Item.qc:547
virtual void OnInventoryUse(void)
Definition: Item.qc:530
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition: Item.qc:45
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: Item.qc:606
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: Item.qc:99
virtual void OnMapFinishedLoading(void)
Overridable: Called when the level finished loading.
Definition: Item.qc:83
virtual bool ItemPickupCheck(entity)
Definition: Item.qc:377
nonvirtual bool GetFloating(void)
Definition: Item.qc:498
nonvirtual void BecomePickup(void)
Call to turn a weapon into a pickup.
Definition: Item.qc:565
virtual void PrintDebugInfo(void)
Definition: Item.qc:535
nonvirtual void SetRespawnTime(float)
Definition: Item.qc:330
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
Definition: Item.qc:279
nonvirtual void SetFloating(int)
Definition: Item.qc:492
nonvirtual void PickupRespawn(void)
Definition: Item.qc:517
virtual void GiveBonusItems(entity, bool)
Definition: Item.qc:899
virtual void PredictPostFrame(void)
Definition: Item.qc:827
nonvirtual void SetSpinning(bool)
Definition: Item.qc:504
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition: Item.qc:396
nonvirtual bool GetSpinning(void)
Definition: Item.qc:510
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition: Item.qc:209
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: Item.qc:176
void ncItem(void)
Definition: Item.qc:18
virtual void OnPickup(void)
Overridable: Called when this item is picked up.
Definition: Item.qc:525
virtual void ReceiveEvent(float)
Definition: Item.qc:799
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition: Item.qc:76
virtual bool ItemBonusCheck(entity)
Definition: Item.qc:336
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition: Item.qc:679
virtual bool InInventory(void)
Definition: Item.qc:886
virtual void OnRemoveEntity(void)
Handles what happens before the entity gets removed from the client game.
Definition: Item.qc:868
This entity class represents physically-simulated entities.
Definition: PhysicsEntity.h:131
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37