41 virtual void Spawned(
void);
42 virtual void Respawn(
void);
43 virtual void SpawnKey(
string,
string);
44 virtual void EvaluateEntity(
void);
45 virtual void Death(entity inflictor, entity attacker,
int damagePoints, vector dir, vector absImpactPos,
int hitBody);
47 nonvirtual
bool SecurityCameraIsEnemy(entity);
48 nonvirtual
bool SecurityCameraCheck(
ncActor toCheck);
49 nonvirtual
void SecurityCameraMovement(
void);
50 nonvirtual
void SecurityCameraVisionTick(
void);
54 float m_securiCamScanDist;
55 float m_securiCamScanFOV;
56 float m_securiCamSightResume;
57 float m_securiCamSightTime;
58 float m_securiCamSweepAngle;
59 float m_securiCamSweepSpeed;
60 float m_securiCamSweepWait;
61 float m_securiCamAlertResumeTime;
62 string m_outputOnFoundPlayer;
64 entity m_securiCamTrackingRef;
65 float m_securiCamTrackingTime;
67 float m_securiCamSweepTime;
68 camsweepstate_t m_securiCamSweepState;
69 float m_securiCamSpawnYaw;
70 float m_securiCamSweepWaitTime;
This entity class represents an object with choreographed/free-form movement.
Definition: Actor.h:93
Definition: SecurityCamera.h:37