30string g_specmodes[] = {
43 SPECFLAG_BUTTON_RELEASED,
65 virtual void ProcessInput(
void);
66 virtual void PreFrame(
void);
67 virtual void PostFrame(
void);
68 virtual bool IsFakeSpectator(
void);
69 virtual bool IsRealSpectator(
void);
70 virtual bool IsDead(
void);
71 virtual bool IsPlayer(
void);
72 virtual void SharedInputFrame(
void);
75 virtual void InputNext(
void);
77 virtual void InputPrevious(
void);
79 virtual void InputMode(
void);
81 nonvirtual
void Unspectate(
void);
82 virtual void OnRemoveEntity(
void);
83 virtual void Respawn(
void);
87 virtual void WarpToTarget(
void);
90 virtual void SpectatorTrackPlayer(
void);
99 virtual void Save(
float);
100 virtual void Restore(
string,
string);
101 virtual void EvaluateEntity(
void);
102 virtual float SendEntity(entity,
float);
103 virtual void ServerInputFrame(
void);
109 NETWORKED_FLOAT(m_spectatingEntity)
110 NETWORKED_FLOAT(m_spectatingFlags)
111 ncSpectatorMode_t m_spectatingMode; ncSpectatorMode_t m_spectatingMode_net;
113 float m_flLastSpecTargetChange;
119void Spectator_ReadEntity(
float new);
This entity class is the lowest client/player class.
Definition: Client.h:34
ncEntity is the lowest of the user-accessible entity class.
Definition: Entity.h:75
This entity represents any ncEntity with advanced rendering properties.
Definition: RenderableEntity.h:94
This entity class represents every spectator client.
Definition: Spectator.h:60
virtual void ClientInputFrame(void)
Client: Called on the client to give a chance to override input_* variables before networking them ta...
virtual float predraw(void)
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37