17var
bool autocvar_vehicle_developer =
false;
19_ncVehicle_Log(
string className,
string functionName,
float edictNum,
string warnMessage)
21 if (autocvar_g_logTimestamps)
22 printf(
"^9%f ^2%s (%d) ^7: %s\n", time, functionName, edictNum, warnMessage);
24 printf(
"^2%s (%d) ^7: %s\n", functionName, edictNum, warnMessage);
26#define ncVehicle_Log(...) if (autocvar_vehicle_developer == true) _ncVehicle_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
53 virtual void Save(
float);
54 virtual void Restore(
string,
string);
55 virtual void Input(entity eAct,
string strInput,
string strData);
73 vector m_vecMoveValues;
77 vector m_vecPlayerPos;
81 NETWORKED_VECTOR_N(angles)
82 NETWORKED_VECTOR_N(origin)
83 NETWORKED_VECTOR_N(velocity)
86 NETWORKED_FLOAT(driver_entnum)
94 VEHFL_CHANGED_MODELINDEX,
96 VEHFL_CHANGED_MOVETYPE,
98 VEHFL_CHANGED_VELOCITY,
134 vector m_vecSeatOffest;
136 vector m_vecControlMins;
137 vector m_vecControlMaxs;
140 NETWORKED_VECTOR(vehicleOrigin)
141 NETWORKED_VECTOR(vehicleAngles)
142 NETWORKED_FLOAT(m_flTurn)
143 vector m_firstPersonOrg;
146 vector entryPosition;
170 virtual void SpawnKey(
string keyName,
string setValue);
ncEntity is the lowest of the user-accessible entity class.
Definition: Entity.h:75
This entity class represents every player client.
Definition: Player.h:142
This entity represents an ncRenderableEntity with interactive surface properties.
Definition: SurfacePropEntity.h:71
Shared-Entity: Model Based Vehicle.
Definition: Vehicle.h:131
virtual void PredictPostFrame(void)
Definition: VehicleSeat.qc:121
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition: VehicleSeat.qc:329
virtual void PredictPreFrame(void)
Definition: VehicleSeat.qc:109
virtual void PlayerInput(void)
Definition: VehicleSeat.qc:140
virtual void SpawnKey(string keyName, string setValue)
This method handles entity key/value pairs on map load.
Definition: VehicleSeat.qc:284
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition: VehicleSeat.qc:294
void ncVehicleSeat(void)
Definition: VehicleSeat.qc:36
virtual void UpdateView(void)
Definition: VehicleSeat.qc:84
virtual void OnPlayerUse(void)
Definition: VehicleSeat.qc:164
virtual bool HideViewWeapon(void)
Definition: VehicleSeat.qc:44
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: VehicleSeat.qc:224
virtual void OnRemoveEntity(void)
Handles what happens before the entity gets removed from the client game.
Definition: VehicleSeat.qc:76
virtual void Physics(void)
Definition: VehicleSeat.qc:51
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition: VehicleSeat.qc:200
This entity class represents vehicles that are predicted across the network.
Definition: Vehicle.h:33
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
virtual void PredictPreFrame(void)
Definition: Vehicle.qc:166
virtual bool PreventPlayerMovement(void)
Definition: Vehicle.qc:97
nonvirtual entity GetDriver(void)
Definition: Vehicle.qc:115
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition: Vehicle.qc:192
virtual bool CanDriverCrouch(void)
Definition: Vehicle.qc:91
virtual bool HidePlayermodel(void)
Definition: Vehicle.qc:132
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition: Vehicle.qc:34
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition: Vehicle.qc:47
virtual bool IsLocalDriver(void)
Definition: Vehicle.qc:150
virtual void PlayerEnter(ncPlayer)
Definition: Vehicle.qc:437
virtual float DriverAnimation(void)
Definition: Vehicle.qc:109
virtual void PlayerUpdateFlags(void)
Definition: Vehicle.qc:409
virtual void DriverRelink(void)
Definition: Vehicle.qc:138
virtual bool PreventPlayerFire(void)
Definition: Vehicle.qc:103
virtual void UpdateView(void)
Definition: Vehicle.qc:161
virtual void PlayerInput(void)
Definition: Vehicle.qc:403
virtual void PlayerLeave(ncPlayer)
Definition: Vehicle.qc:462
virtual bool HideCrosshair(void)
Definition: Vehicle.qc:127
virtual void Input(entity eAct, string strInput, string strData)
Called when we are being prompted by another object/function with an input message.
Definition: Vehicle.qc:77
nonvirtual vector GetExitPos(void)
virtual bool HideViewWeapon(void)
Definition: Vehicle.qc:122
virtual void PredictPostFrame(void)
Definition: Vehicle.qc:179
void ncVehicle(void)
Definition: Vehicle.qc:20
virtual void PlayerAlign(void)
Definition: Vehicle.qc:419
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37