146 virtual void PlayGesture(
float gestureAnim,
float overrideTime);
148 virtual void ProcessInput(
void);
149 virtual void PreFrame(
void);
150 virtual void PostFrame(
void);
152 virtual void Physics_Fall(
float);
153 virtual void Physics_Crouch(
void);
154 virtual void Physics_Prone(
void);
155 virtual void Physics_Jump(
void);
156 virtual void Physics_CheckJump(
float);
157 virtual void Physics_SetViewParms(
void);
158 virtual void Physics_WaterJump(
void);
159 virtual void Physics_WaterMove(
void);
160 virtual float Physics_MaxSpeed(
void);
161 virtual void Physics_InputPreMove(
void);
162 virtual void Physics_InputPostMove(
void);
163 virtual void Physics_Run(
void);
164 virtual void Physics_InputSprint(
void);
166 virtual bool IsFakeSpectator(
void);
167 virtual bool IsRealSpectator(
void);
168 virtual bool IsDead(
void);
169 virtual bool IsPlayer(
void);
170 virtual void SharedInputFrame(
void);
173 virtual bool CanSprint(
void);
175 virtual bool CanProne(
void);
177 virtual bool CanCrouch(
void);
179 virtual bool CanLean(
void);
182 virtual void UpdatePlayerAnimation(
float);
184 virtual void Damage(entity, entity,
ncDict,
float, vector, vector);
185 virtual bool CanPickupEntity(
ncEntity toPickUp,
float massLimit,
float sizeLimit);
188 virtual void OnRemoveEntity(
void);
189 virtual void ReceiveEntity(
float,
float);
190 virtual void _ReceiveComplete(
float,
float);
191 virtual void PredictPreFrame(
void);
192 virtual void PredictPostFrame(
void);
193 virtual void ClientInputFrame(
void);
195 virtual vector CalculateLean(vector);
196 virtual void UpdateAliveCam(
void);
199 virtual void UpdatePlayerJaw(
float);
202 virtual void UpdatePlayerAttachments(
bool);
204 virtual float predraw(
void);
205 virtual void postdraw(
void);
209 virtual void Spawned(
void);
218 virtual void Death(entity, entity,
int, vector, vector,
int);
220 virtual void Input(entity,
string,
string);
244 nonvirtual
float WeaponAnimTime(
void);
246 virtual void Footsteps_Update(
void);
249 nonvirtual
void _UpdatePMoveVars(
void);
252 NETWORKED_INT(m_weaponAnimSequence)
253 NETWORKED_FLOAT(vehicle_entnum)
255 float clsndindex_idle;
259 float m_weaponCookingTime;
262 NETWORKED_FLOAT(health)
263 NETWORKED_FLOAT(sndindex_idle)
266 NETWORKED_FLOAT(anim_top)
267 NETWORKED_FLOAT(anim_top_time)
268 NETWORKED_FLOAT(anim_top_delay)
269 NETWORKED_FLOAT(anim_bottom)
270 NETWORKED_FLOAT(anim_bottom_time)
272 NETWORKED_FLOAT_N(colormap)
273 NETWORKED_FLOAT_N(gflags)
274 NETWORKED_FLOAT(viewzoom)
275 NETWORKED_VECTOR_N(view_ofs)
276 NETWORKED_FLOAT_N(vw_index)
277 NETWORKED_VECTOR_N(m_pmoveBaseVelocity)
278 NETWORKED_VECTOR_N(v_angle)
279 NETWORKED_FLOAT_N(gravity)
280 NETWORKED_FLOAT_N(friction)
281 NETWORKED_FLOAT(speedmod)
283 NETWORKED_VECTOR_N(m_pmoveLadderNormal)
285 NETWORKED_FLOAT(m_timeUntilNextAttack)
286 NETWORKED_FLOAT(m_timeUntilNextIdle)
287 NETWORKED_FLOAT(m_timeUntilReloaded)
288 NETWORKED_FLOAT(m_timeSinceJump)
289 NETWORKED_FLOAT(m_timeSinceTeleport)
290 NETWORKED_VECTOR(m_punchAngle)
291 NETWORKED_VECTOR(m_punchVelocity)
293 NETWORKED_INT(m_weaponAnimSequence)
294 NETWORKED_FLOAT(m_weaponAnimTime)
299 NETWORKED_FLOAT_N(activeweapon)
301 int m_ammoTypes_net[MAX_AMMO_TYPES];
304 NETWORKED_ENT(vehicle)
305 NETWORKED_VECTOR(m_pmoveHookVelocity)
321 float m_timeUntilNextFootstep;
323 int m_underwaterDamageDealt;
324 float m_timeUnderwater;
325 float m_timeUntilNextPainSFX;
329 float pb_angle_delta;
330 float pb_player_delta;
331 vector pb_last_angles;
333 int m_friendlyFireDamageDealt;
336 entity m_holdingEntity;
337 NETWORKED_FLOAT(m_animBackend)
341 virtual void Event_DrawWeapon(
void);
342 virtual void Event_FireWeapon(
void);
343 virtual void Event_ReloadWeaponStart(
void);
344 virtual void Event_ReloadWeapon(
void);
345 virtual void Event_ReloadWeaponEnd(
void);
346 virtual void Event_HolsterWeapon(
void);
348 nonvirtual
void UpdatePlayerAnimation_Skeletal(
float timelength);
349 nonvirtual
void UpdatePlayerAnimation_Goose(
float timelength);
350 nonvirtual
void UpdatePlayerAnimation_Valve(
float timelength);
375 PLAYER_CUSTOMFIELDSTART,
This class is responsible for handling groups of key/value pairs.
Definition: Dict.h:35
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
This class networks pmove related variables to each client.
Definition: pmove.h:46
This entity class represents every player client.
Definition: Player.h:142
virtual void InputUse_Up(void)
Called when we let go of the button bound to +use.
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
nonvirtual void PickupEntity(ncEntity)
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
virtual bool CanPickupEntity(ncEntity, float, float)
virtual float OptimiseChangedFlags(entity, float)
Helper function that will optimise the changed-flags of your player entity.
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
virtual void InputUse_Down(void)
Called when we press the button bound to +use.
virtual void MakePlayer(void)
When called, will turn the client into a proper player.
virtual void MakeTempSpectator(void)
When called, will turn the client into a spectator until the next round.
virtual void MakeSpectator(void)
When called, will turn the client into a general spectator.
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
virtual void ServerInputFrame(void)
Server: This is where the input* variables arrive after sending them out from the client (see ClientI...
This entity represents any ncEntity with advanced rendering properties.
Definition: RenderableEntity.h:94
This entity class represents every spectator client.
Definition: Spectator.h:60
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37