23 SRFENT_CHANGED_ORIGIN_X,
24 SRFENT_CHANGED_ORIGIN_Y,
25 SRFENT_CHANGED_ORIGIN_Z,
26 SRFENT_CHANGED_ANGLES_X,
27 SRFENT_CHANGED_ANGLES_Y,
28 SRFENT_CHANGED_ANGLES_Z,
29 SRFENT_CHANGED_MODELINDEX,
32 SRFENT_CHANGED_SOLIDMOVETYPE,
35 SRFENT_CHANGED_EFFECTS,
38 SRFENT_CHANGED_VELOCITY,
39 SRFENT_CHANGED_ANGULARVELOCITY,
40 SRFENT_CHANGED_RENDERCOLOR,
41 SRFENT_CHANGED_RENDERAMT,
42 SRFENT_CHANGED_RENDERMODE,
43 SRFENT_CHANGED_CONTROLLER
44} nssurfacepropentity_changed_t;
76 virtual void Spawned(
void);
77 virtual void SetModel(
string);
80 virtual void Save(
float);
81 virtual void Restore(
string,
string);
82 virtual void RestoreComplete(
void);
83 virtual void Respawn(
void);
84 virtual void Input(entity,
string,
string);
85 virtual void SpawnKey(
string,
string);
86 virtual void ParentUpdate(
void);
87 virtual void EvaluateEntity(
void);
88 virtual float SendEntity(entity,
float);
97 nonvirtual
bool IsOnFire(
void);
102 virtual void Damage(entity, entity,
ncDict,
float, vector, vector);
104 virtual void DamageFeedback(entity, entity,
int);
106 virtual void Pain(entity, entity,
int, vector, vector,
int);
108 virtual void Death(entity, entity,
int, vector, vector,
int);
110 virtual void BreakModel(
int, vector,
int);
112 virtual bool IsAlive(
void);
115 nonvirtual
void Ignite(entity,
float,
string);
117 nonvirtual
void Extinguish(
void);
120 nonvirtual
bool IsVulnerable(
void);
124 nonvirtual
void EnableAimAssist(
void);
126 nonvirtual
void DisableAimAssist(
void);
128 nonvirtual
void MakeVulnerable(
void);
130 nonvirtual
void MakeInvulnerable(
void);
132 nonvirtual
void SetHealth(
float);
134 nonvirtual
void SetMaxHealth(
float);
136 nonvirtual
float GetHealth(
void);
138 nonvirtual
float GetMaxHealth(
void);
140 nonvirtual
void AddBonusHealth(
float);
142 nonvirtual
float GetBonusHealth(
void);
144 nonvirtual
void AddBonusArmor(
float);
146 nonvirtual
float GetBonusArmor(
void);
149 nonvirtual
void SetArmor(
float);
151 nonvirtual
float GetArmor(
void);
154 nonvirtual
void SetMaxArmor(
float);
156 nonvirtual
float GetMaxArmor(
void);
159 nonvirtual
float TimeSinceDeath(
void);
162 nonvirtual
bool CanBeDamaged(vector,vector);
166 nonvirtual
void SetSurfaceData(
string);
168 nonvirtual
void SetPropData(
string);
170 nonvirtual
bool HasPropData(
void) ;
172 nonvirtual __variant GetPropData(
int);
174 nonvirtual
bool HasSurfaceData(
void);
176 nonvirtual __variant GetSurfaceData(
int);
184 nonvirtual
void _SurfaceDataFinish(
void);
185 nonvirtual
void _PropDataFinish(
void);
187 float m_timeUntilNextBurnDamage;
189 NETWORKED_FLOAT(armor)
190 NETWORKED_FLOAT_N(health)
199 nonvirtual
void _UpdateTakedamage(
void);
202 float m_timeUntilBonusHealthDecreases;
204 float m_timeUntilBonusArmorDecreases;
211 entity m_burningAttacker;
212 string m_burningWeapon;
213 float m_timeUntilBurningStops;
214 float m_timeUntilNextBurnDamage;
217 string m_outputOnDamaged;
218 string m_outputOnDamagedByPlayer;
219 string m_outputOnHalfHealth;
220 string m_outputOnDeath;
221 string m_outputOnBreak;
227void ncSurfacePropEntity_ReadEntity(
bool);
This class is responsible for handling groups of key/value pairs.
Definition: Dict.h:35
This entity represents any ncEntity with advanced rendering properties.
Definition: RenderableEntity.h:95
This entity represents an ncRenderableEntity with interactive surface properties.
Definition: SurfacePropEntity.h:71
virtual void RenderFire(void)
Called every frame to render a fire effect, but will only do so if the entity is burning.
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