Lots of cleanup related to many entity classes to aid doxygen with generating documentation.

This commit is contained in:
Marco Cawthorne 2022-12-06 15:04:07 -08:00
parent 6f3a1d1d52
commit 56ec44700a
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
149 changed files with 1232 additions and 1140 deletions

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@ -14,7 +14,7 @@ as to have a stable base with a decent API for making games.
- Client-side predicted movement and inputs for things like weapons-systems - Client-side predicted movement and inputs for things like weapons-systems
- Lots of well documented objects to use in level formats supported by FTEQW - Lots of well documented objects to use in level formats supported by FTEQW
- Reference implementations for a lot of features exlusive to FTEQW compared - Reference implementations for a lot of features exlusive to FTEQW compared
to other idTech engines to other id Tech engines
- Designed to be familar to developers who're used to GoldSrc and Source engine - Designed to be familar to developers who're used to GoldSrc and Source engine
projects projects

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@ -4,7 +4,7 @@
## History ## History
In the idTech series of engines, **id Tech 3/Quake III Arena** was the first to introduce such a system, wrongly referred to back then as **shaders**. This was before vertex and fragment shaders were commonplace in the video-game asset pipeline. In the id Tech series of engines, **id Tech 3/Quake III Arena** was the first to introduce such a system, wrongly referred to back then as **shaders**. This was before vertex and fragment shaders were commonplace in the video-game asset pipeline.
![from pulsing tubes to various animated materials in Quake III Arena](q3a_material.jpg) ![from pulsing tubes to various animated materials in Quake III Arena](q3a_material.jpg)

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@ -15,7 +15,7 @@ Any .vvm consists of multiple input files. These can come in the
following formats: following formats:
- SMD (GoldSrc & Source) - SMD (GoldSrc & Source)
- MD5MESH and MD5ANIM (idTech 4) - MD5MESH and MD5ANIM (id Tech 4)
- FBX - FBX
- IQE - IQE
- OBJ (no animations) - OBJ (no animations)

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@ -1,9 +1,9 @@
# Sound: soundDef # Sound: soundDef
Nuclide mimics the sound defintion spec from **idTech 4** somewhat, albeit Nuclide mimics the sound defintion spec from **id Tech 4** somewhat, albeit
with some changes/enhancements. We call them **soundDefs**. with some changes/enhancements. We call them **soundDefs**.
**The elevator pitch**: To allow for more control over the sounds than what was previously **The elevator pitch**: To allow for more control over the sounds than what was previously
allowed in idTech engines we also allow designers to drop sounds into allowed in id Tech engines we also allow designers to drop sounds into
the game without having to set some common parameters every time. the game without having to set some common parameters every time.
Instead of directly calling which .wav or .ogg file to play, we tell it Instead of directly calling which .wav or .ogg file to play, we tell it
@ -79,7 +79,7 @@ This one has multiple sound files specified, which means that **Nuclide** will r
## Power to the developer {#power_to_the_developer} ## Power to the developer {#power_to_the_developer}
Unlike the implementation in **idTech 4**, all of the sound defs handling Unlike the implementation in **id Tech 4**, all of the sound defs handling
is done in the game-logic and is therefore exposed to all developers. is done in the game-logic and is therefore exposed to all developers.
Some mods may want to hook AI callbacks into the system, or create Some mods may want to hook AI callbacks into the system, or create
visual effects when commands are called by a sound def. The visual effects when commands are called by a sound def. The

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@ -7,95 +7,17 @@ It's been used to ship a commercial product. So it's proven to some extent.
All of this is written in QuakeC, but there's also some GLSL and shell scripts All of this is written in QuakeC, but there's also some GLSL and shell scripts
in here. If you and our team is unfamilar with any of these, you may want something else. in here. If you and our team is unfamilar with any of these, you may want something else.
You can integrate an engine (FTE) and level design tool (WorldSpawn) directly from this tree. *See the 'Building' section for details.* ## Documentation
They're the projects actually based on idTech (GPL) code and therefore are in their own repositories.
If you're unfamilar with any of these, you may want something else.
**All the code here is ISC-Licensed.** You can find up-to-date documentation over at https://developer.vera-visions.com/
It's provided here under the terms of that license. You can have it - do what you like with it. Please don't barge in and demand help, support or hand-holding assistance unless you're going to offer us a good rate ($$$) for it. This is all provided AS-IS. It works for plenty of people, but might not for you! This documentation is built entirely from this repository using doxygen.
You do not need to be on-line to view the documentation.
## Features
* Reference codebase for first-person shooters in FTEQW, from scratch
* Has support for 100+ entities found in games such as Quake, Half-Life and Source SDK
* Support for player movement prediction and weapon prediction, for smooth online play
* AI system that's designed to be extendable for both singleplayer and multiplayer (BotLib)
* Waypoint editor
* UI toolkits for both 2D and in-world 3D drawing, like you'd see in Doom III
* Plugins system so that modders can write external plugins that hook into virtually every game
* Plenty of example projects available
## Building
The 'build_engine.sh' script checks out the **FTE Subversion** repository and keeps it up to date,
while also building binaries that are crucial to running and building the game-logic
(which is all QuakeC, to re-iterate) and putting them into the ./bin directory.
Launch the engine with the 'nuclide' and 'nuclide-ds' scripts.
On Windows, please use cygwin, MSYS2 or something for a sensible experience. If that doesn't work you can always resort to WSL. We have no plans on supporting Windows natively, as we don't do development on Windows.
The 'build_editor.sh' script clones the **WorldSpawn** Git repository and installs them into the ./bin directory.
Use the 'worldspawn' and 'vmap' scripts to launch to ensure consistency.
The 'build_game.sh' script will build the game-logic for the games included
using the QuakeC compiler present in the ./bin directory.
If the compiler isn't found it will ask you to build them. If you are running an operating system that has 'fteqcc' in its repositories, it may very well be out of date.
For best results, symlink the desired scripts into your home directory's bin folder.
The scripts are designed to be aware of their actual location in the filesystem.
## Packages
This is a development environment/framework. There are will be no binary packages.
## Dependencies
Rough list of dependencies for the average Linux system.
On some systems the names may slightly differ. These should be correct for OpenSUSE.
### Engine
* subversion
* gmake
* gcc
* mesa-libGL-devel
* libgnutls-devel
* libopenal-devel
* libX11-devel
* libXcursor-devel
* libXrandr-devel
* libSDL2-devel (only if you pass BUILD_SDL2=1 to build_engine.sh)
For WinNT and Darwin systems it's recommended you use the SDL2 backend, but native backends
may be available in FTEQW.
The X development packages are obviously only a requirement for when you do not compile an SDL2 build on a UNIX-like system.
Slackware users generally don't need to install anything, unless they explicitly diasable BUILD_ENGINE_DEPENDENCIES inside build.cfg.
### FFMPEG Plugin
* ffmpeg-4-libavformat-devel
* ffmpeg-4-libswscale-devel
You want this plugin if you want playback of a variety of media formats, including video decoding.
Building it can be disabled by editing build.cfg.
### Worldspawn Level Editor
* gcc-c++
* gtk2-devel
* gtkglext-devel
* libxml2-devel
* libjpeg8-devel
* minizip-devel
This is the only component that requires a C++ compiler.
Same as with Nuclide, don't bother us with support. It works for us but it may not work for you.
We cannot help you get other editors working for you. Generally you can use any .bsp format FTEQW supports anyway, so your choice of editor does not matter at all.
## Support
Join us in #nuclide on irc.libera.chat and chat if you're interested in using this in production.
**All this is provided to you for free and as-is otherwise.**
## Special Thanks ## Special Thanks
To id software and specifically John Carmack for having released the sources of To id software and specifically John Carmack for having released the sources of
various idTech games under the GPL2 license, without which we would have no engine for Nuclide. various pieces of id Technology under free licenses.
David Walton for **FTEQW** and the **FTEQCC** compiler, which is the brain of this SDK. David Walton for **FTEQW** and the **FTEQCC** compiler, which is the brain of this SDK.

0
build_engine.sh Normal file → Executable file
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@ -10,8 +10,9 @@ ent_for_mod()
ENT_OUTFILE="./$1/entities.def" ENT_OUTFILE="./$1/entities.def"
echo '' > "$ENT_OUTFILE" echo '' > "$ENT_OUTFILE"
echo "Scanning for definitions inside the game directory."
find ./$1/src/ -type f \( -iname \*.qc \) | while read EDEF_N; do find ./$1/src/ -type f \( -iname \*.qc \) | while read EDEF_N; do
echo "Scanning for definitions inside $EDEF_N" echo "... $EDEF_N"
sed -n '/\/*QUAKED/,/*\//p' $EDEF_N >> "$ENT_OUTFILE" sed -n '/\/*QUAKED/,/*\//p' $EDEF_N >> "$ENT_OUTFILE"
done; done;
@ -22,8 +23,9 @@ ent_for_mod()
BASE_ENT="./platform/entities.def" BASE_ENT="./platform/entities.def"
echo '' > "$BASE_ENT" echo '' > "$BASE_ENT"
echo "Scanning for definitions inside the general entity codebase."
find ./src/gs-entbase/ -type f \( -iname \*.qc \) | while read EDEF_N; do find ./src/gs-entbase/ -type f \( -iname \*.qc \) | while read EDEF_N; do
echo "Scanning for definitions inside $EDEF_N" echo "... $EDEF_N"
sed -n '/\/*QUAKED/,/*\//p' $EDEF_N >> "$BASE_ENT" sed -n '/\/*QUAKED/,/*\//p' $EDEF_N >> "$BASE_ENT"
done; done;

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@ -36,10 +36,12 @@ void CMap_Shoot(void);
class class
env_cubemap:NSEntity env_cubemap:NSEntity
{ {
int m_iSize; public:
void env_cubemap(void);
virtual void SpawnKey(string,string);
void(void) env_cubemap; private:
virtual void(string, string) SpawnKey; int m_iSize;
}; };
void void

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@ -33,6 +33,17 @@ var int autocvar_r_skipLensFlares = 0;
class env_glow:NSEntity /* change to renderablentity? */ class env_glow:NSEntity /* change to renderablentity? */
{ {
public:
void env_glow(void);
virtual void Spawned(void);
virtual void Respawn(void);
virtual float predraw(void);
virtual void postdraw(void);
virtual void SpawnKey(string,string);
virtual void RendererRestarted(void);
private:
vector m_vecColor; vector m_vecColor;
float m_flAlpha; float m_flAlpha;
float m_flMaxAlpha; float m_flMaxAlpha;
@ -42,15 +53,6 @@ class env_glow:NSEntity /* change to renderablentity? */
vector m_vecRotate; vector m_vecRotate;
vector m_vecOrientation; vector m_vecOrientation;
void(void) env_glow;
virtual void(void) Spawned;
virtual void(void) Respawn;
virtual float(void) predraw;
virtual void(void) postdraw;
virtual void(string, string) SpawnKey;
virtual void(void) RendererRestarted;
}; };
void env_sun_lensflare(vector, float, vector); void env_sun_lensflare(vector, float, vector);

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@ -27,14 +27,16 @@ enumflags
class env_laser class env_laser
{ {
public:
void env_laser(void);
virtual void ReceiveEntity(float,float);
virtual float predraw(void);
private:
int m_iState; int m_iState;
string m_strBeamTex; string m_strBeamTex;
string m_strEndTex; string m_strEndTex;
void(void) env_laser;
virtual void(float,float) ReceiveEntity;
virtual float(void) predraw;
}; };
float env_laser::predraw(void) float env_laser::predraw(void)

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@ -31,6 +31,14 @@ This entity was introduced in The Wastes (2018).
class env_particle:NSEntity class env_particle:NSEntity
{ {
public:
void env_particle(void);
virtual void Respawn(void);
virtual void customphysics(void);
virtual void SpawnKey(string,string);
private:
entity m_eTarget; entity m_eTarget;
float m_flNextTime; float m_flNextTime;
float m_flPartID; float m_flPartID;
@ -38,12 +46,6 @@ class env_particle:NSEntity
float m_flWait; float m_flWait;
int m_iCount; int m_iCount;
string m_strTarget; string m_strTarget;
void(void) env_particle;
virtual void(void) Respawn;
virtual void(void) customphysics;
virtual void(string, string) SpawnKey;
}; };
void env_particle::customphysics(void) void env_particle::customphysics(void)

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@ -66,13 +66,15 @@ string g_hlefx[] = {
class env_sound:NSEntity class env_sound:NSEntity
{ {
public:
void env_sound(void);
virtual void Respawn(void);
virtual void SpawnKey(string,string);
private:
int m_iRoomType; int m_iRoomType;
int m_iRadius; int m_iRadius;
void(void) env_sound;
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
}; };
void void

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@ -31,15 +31,17 @@ int g_scapes;
class env_soundscape:NSEntity class env_soundscape:NSEntity
{ {
public:
void env_soundscape(void);
virtual void Respawn(void);
virtual void SpawnKey(string,string);
private:
int m_iID; int m_iID;
int m_iShader; int m_iShader;
int m_iRadius; int m_iRadius;
float m_flVolume; float m_flVolume;
void(void) env_soundscape;
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
}; };
env_soundscape g_entSoundScape; env_soundscape g_entSoundScape;

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@ -46,17 +46,19 @@ Util_IsSky(vector pos)
class env_sun:NSEntity class env_sun:NSEntity
{ {
public:
void env_sun(void);
virtual void Spawned(void);
virtual void postdraw(void);
virtual float predraw(void);
virtual void SpawnKey(string,string);
virtual void RendererRestarted(void);
private:
vector m_vecLensPos; vector m_vecLensPos;
float m_flLensAlpha; float m_flLensAlpha;
int m_iUseAngles; int m_iUseAngles;
void(void) env_sun;
virtual void(void) Spawned;
virtual void(void) postdraw;
virtual float(void) predraw;
virtual void(string, string) SpawnKey;
virtual void(void) RendererRestarted;
}; };
void void

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@ -29,6 +29,13 @@ This entity was introduced in Half-Life 2 (2004).
class func_dustcloud:NSEntity class func_dustcloud:NSEntity
{ {
public:
void func_dustcloud(void);
virtual void Spawned(void);
virtual float predraw(void);
virtual void SpawnKey(string,string);
private:
int m_iCount; int m_iCount;
int m_iPart; int m_iPart;
float m_flNexTime; float m_flNexTime;
@ -39,16 +46,17 @@ class func_dustcloud:NSEntity
vector m_vecColor; vector m_vecColor;
float m_flLifetimeMin; float m_flLifetimeMin;
float m_flLifetimeMax; float m_flLifetimeMax;
void(void) func_dustcloud;
virtual void(void) Spawned;
virtual float() predraw;
virtual void(string, string) SpawnKey;
}; };
#if 1 #if 1
class func_dustcloud_cloud class func_dustcloud_cloud
{ {
public:
void func_dustcloud_cloud(void);
virtual float predraw(void);
private:
vector cloudsize; vector cloudsize;
float lifetime; float lifetime;
@ -56,10 +64,6 @@ class func_dustcloud_cloud
float m_flMaxAlpha; float m_flMaxAlpha;
vector m_vecColor; vector m_vecColor;
float m_flLifeTime; float m_flLifeTime;
void(void) func_dustcloud_cloud;
virtual float(void) predraw;
}; };
float float

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@ -26,15 +26,17 @@ This entity was introduced in Half-Life 2 (2004).
class func_dustmotes:NSEntity class func_dustmotes:NSEntity
{ {
public:
void func_dustmotes(void);
virtual void Spawned(void);
virtual float predraw(void);
virtual void SpawnKey(string,string);
private:
int m_iCount; int m_iCount;
int m_iPart; int m_iPart;
float m_flNexTime; float m_flNexTime;
void(void) func_dustmotes;
virtual void(void) Spawned;
virtual float() predraw;
virtual void(string, string) SpawnKey;
}; };
float float

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@ -33,13 +33,15 @@ var int autocvar_dev_loddistance = 0;
class func_lod:NSRenderableEntity class func_lod:NSRenderableEntity
{ {
public:
void func_lod(void);
virtual void Spawned(void);
virtual float predraw(void);
virtual void SpawnKey(string,string);
private:
int m_iDisappearDist; int m_iDisappearDist;
void(void) func_lod;
virtual void(void) Spawned;
virtual float() predraw;
virtual void(string,string) SpawnKey;
}; };
float float

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@ -30,6 +30,14 @@ This entity was introduced in Half-Life 2 (2004).
class func_smokevolume:NSEntity class func_smokevolume:NSEntity
{ {
public:
void func_smokevolume(void);
virtual void Spawned(void);
virtual float predraw(void);
virtual void SpawnKey(string, string);
private:
int m_iCount; int m_iCount;
int m_iPart; int m_iPart;
float m_flNexTime; float m_flNexTime;
@ -43,16 +51,17 @@ class func_smokevolume:NSEntity
float m_flLifetimeMax; float m_flLifetimeMax;
string m_strMaterial; string m_strMaterial;
float m_flMaxDrawDistance; float m_flMaxDrawDistance;
void(void) func_smokevolume;
virtual void(void) Spawned;
virtual float() predraw;
virtual void(string, string) SpawnKey;
}; };
#if 1 #if 1
class func_smokevolume_cloud class func_smokevolume_cloud
{ {
public:
void func_smokevolume_cloud(void);
virtual float predraw(void);
private:
vector cloudsize; vector cloudsize;
float lifetime; float lifetime;
@ -61,10 +70,6 @@ class func_smokevolume_cloud
vector m_vecColor; vector m_vecColor;
float m_flLifeTime; float m_flLifeTime;
string m_strMaterial; string m_strMaterial;
void(void) func_smokevolume_cloud;
virtual float(void) predraw;
}; };
float float

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@ -16,7 +16,8 @@
class info_notnull:NSEntity class info_notnull:NSEntity
{ {
void(void) info_notnull; public:
void info_notnull(void);
}; };
void void

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@ -17,12 +17,14 @@
class class
infodecal:NSEntity infodecal:NSEntity
{ {
public:
void infodecal(void);
virtual void SpawnKey(string, string);
virtual float predraw(void);
private:
decal m_decChild; decal m_decChild;
string m_strTexture; string m_strTexture;
void(void) infodecal;
virtual void(string, string) SpawnKey;
virtual float(void) predraw;
}; };
float float

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@ -51,10 +51,12 @@ This entity was introduced in Half-Life (1998).
class light_environment:NSEntity class light_environment:NSEntity
{ {
void(void) light_environment; public:
void light_environment(void);
virtual void Respawn(void);
virtual void SpawnKey(string,string);
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
}; };
void void

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@ -31,12 +31,13 @@ This entity was introduced in Half-Life 2 (2004).
class point_message:NSEntity class point_message:NSEntity
{ {
public:
void point_message(void);
virtual void SpawnKey(string, string);
private:
float m_flRadius; float m_flRadius;
string m_strMessage; string m_strMessage;
void(void) point_message;
virtual void(string, string) SpawnKey;
}; };
void void

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@ -17,13 +17,15 @@
class class
prop_static:NSEntity prop_static:NSEntity
{ {
public:
void prop_static(void);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void Spawned(void);
private:
int m_iBody; int m_iBody;
void(void) prop_static;
virtual void(string, string) SpawnKey;
virtual void(void) Respawn;
virtual void(void) Spawned;
}; };
void void

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@ -36,9 +36,10 @@ var int g_skyscale;
class class
sky_camera:NSEntity sky_camera:NSEntity
{ {
void(void) sky_camera; public:
void sky_camera(void);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string, string);
}; };
void void

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@ -41,11 +41,12 @@ class
button_target:NSSurfacePropEntity button_target:NSSurfacePropEntity
{ {
public: public:
void(void) button_target; void button_target(void);
virtual void Respawn(void);
virtual void Trigger(entity,int);
virtual void Damage(void);
virtual void(void) Respawn;
virtual void(entity, int) Trigger;
virtual void(void) Damage;
}; };
void void

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@ -36,10 +36,12 @@ This entity was introduced in Half-Life (1998).
class class
cycler:NSSurfacePropEntity cycler:NSSurfacePropEntity
{ {
void(void) cycler; public:
void cycler(void);
virtual void Respawn(void);
virtual void Pain(void);
virtual void(void) Respawn;
virtual void(void) Pain;
}; };
void void

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@ -27,7 +27,8 @@ This entity was introduced in Half-Life (1998).
class class
env_beam env_beam
{ {
void(void) env_beam; public:
void env_beam(void);
}; };
void void

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@ -63,13 +63,15 @@ env_beverage:NSRenderableEntity
bool m_bReady; bool m_bReady;
sodaskin_t m_sodaSkin; sodaskin_t m_sodaSkin;
void(void) env_beverage; public:
void env_beverage(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Spawned(void);
virtual void Trigger(entity,int);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Spawned;
virtual void(entity, int) Trigger;
}; };
void void

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@ -52,14 +52,16 @@ env_explosion:NSPointTrigger
float m_flMaxDelay; float m_flMaxDelay;
bool m_bEnabled; bool m_bEnabled;
void(void) env_explosion; public:
void env_explosion(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string,string) Restore; virtual void Restore(string,string);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Respawn; virtual void Respawn(void);
}; };
void void

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@ -48,13 +48,14 @@ env_fade:NSRenderableEntity
float m_flFadeDuration; float m_flFadeDuration;
float m_flFadeHold; float m_flFadeHold;
void(void) env_fade; public:
void env_fade(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
}; };
void void

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@ -40,18 +40,20 @@ env_global:NSPointTrigger
int m_iTriggerMode; int m_iTriggerMode;
int m_iInitialState; int m_iInitialState;
void(void) env_global; public:
void env_global(void);
/* overrides */
virtual void(float) Save;
virtual void(string,string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Spawned;
virtual void(entity, int) Trigger;
virtual int(string) GlobalPresent; /* overrides */
virtual void(string, globalstate_t) AddNewGlobal; virtual void Save(float);
virtual void(string, globalstate_t) SetGlobal; virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Spawned(void);
virtual void Trigger(entity,int);
virtual int GlobalPresent(string);
virtual void AddNewGlobal(string,globalstate_t);
virtual void SetGlobal(string,globalstate_t);
}; };
void void

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@ -45,12 +45,14 @@ env_hudhint:NSPointTrigger
{ {
string m_strMessage; string m_strMessage;
void(void) env_hudhint; public:
void env_hudhint(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Trigger(entity,int);
virtual void(float) Save;
virtual void(string,string) Restore;
virtual void(string, string) SpawnKey;
virtual void(entity, int) Trigger;
}; };
void void

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@ -63,16 +63,18 @@ env_laser:NSPointTrigger
string m_strBeamTex; string m_strBeamTex;
string m_strEndTex; string m_strEndTex;
void(void) env_laser; public:
void env_laser(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void LaserThink(void);
virtual void Trigger(entity,int);
virtual void EvaluateEntity(void);
virtual float SendEntity(entity,float);
virtual void(float) Save;
virtual void(string,string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Respawn;
virtual void(void) LaserThink;
virtual void(entity, int) Trigger;
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
}; };
void void

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@ -47,14 +47,16 @@ env_message:NSPointTrigger
float m_flVolume; float m_flVolume;
int m_iAttenuation; /* FIXME: change this to a proper attenuation type */ int m_iAttenuation; /* FIXME: change this to a proper attenuation type */
void(void) env_message; public:
void env_message(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void Play(entity,int);
virtual void(float) Save;
virtual void(string,string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Respawn;
virtual void(entity, int) Play;
}; };
void void

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@ -43,7 +43,6 @@ Supported Render-Mode ("rendermode") values:
4 : Solid; Make transparent by respecting transparent pixels (GoldSrc) 4 : Solid; Make transparent by respecting transparent pixels (GoldSrc)
5 : Additive; Blend the object additively against the world. 5 : Additive; Blend the object additively against the world.
6 : Fullbright; Render the object without lighting. 6 : Fullbright; Render the object without lighting.
7 : Trigger; Will only show when the console variable cl_showtriggers is set to 1.
Supported Render-FX ("renderfx") values: Supported Render-FX ("renderfx") values:
0 : Normal 0 : Normal
@ -79,9 +78,11 @@ enumflags
class class
env_render:NSRenderableEntity env_render:NSRenderableEntity
{ {
void(void) env_render; public:
void env_render(void);
virtual void Trigger(entity,int);
virtual void(entity, int) Trigger;
}; };
void void

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@ -43,12 +43,14 @@ env_shake:NSPointTrigger
float m_flDuration; float m_flDuration;
float m_flFrequency; float m_flFrequency;
void(void) env_shake; public:
void env_shake(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Trigger(entity,int);
virtual void(float) Save;
virtual void(string,string) Restore;
virtual void(string, string) SpawnKey;
virtual void(entity act, int) Trigger;
}; };
void void

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@ -51,15 +51,17 @@ env_shooter:NSPointTrigger
float m_flShootSounds; float m_flShootSounds;
float m_flScale; float m_flScale;
float m_flSkin; float m_flSkin;
void(void) env_shooter;
virtual void(float) Save; public:
virtual void(string, string) Restore; void env_shooter(void);
virtual void(string, string) SpawnKey;
virtual void(void) Respawn; virtual void Save(float);
virtual void(void) ShootGib; virtual void Restore(string,string);
virtual void(entity, int) Trigger; virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void ShootGib(void);
virtual void Trigger(entity,int);
}; };
void void

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@ -52,16 +52,18 @@ env_spark:NSPointTrigger
{ {
float m_flMaxDelay; float m_flMaxDelay;
void(void) env_spark; public:
void env_spark(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Spawned(void);
virtual void Respawn(void);
virtual void Trigger(entity,int);
virtual void CreateSpark(void);
virtual void TimedSpark(void);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Spawned;
virtual void(void) Respawn;
virtual void(entity, int) Trigger;
virtual void(void) CreateSpark;
virtual void(void) TimedSpark;
}; };
void void

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@ -37,16 +37,18 @@ func_areaportal:NSEntity
int m_iPortalState; int m_iPortalState;
int m_iStartOpen; int m_iStartOpen;
void(void) func_areaportal; public:
void func_areaportal(void);
/* overrides */ /* overrides */
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void(entity, string, string) Input; virtual void Input(entity,string,string);
virtual void PortalOpen(void);
virtual void PortalClose(void);
virtual void(void) PortalOpen;
virtual void(void) PortalClose;
}; };
void void

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@ -128,21 +128,22 @@ func_breakable:NSSurfacePropEntity
int m_pressType; int m_pressType;
int m_pressDamage;*/ int m_pressDamage;*/
public:
void(void) func_breakable; void func_breakable(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Spawned; virtual void Spawned(void);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(void) Pain; virtual void Pain(void);
virtual void(void) Death; virtual void Death(void);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void Explode(void);
virtual void Touch(entity);
virtual void(void) Explode;
virtual void(entity) Touch;
/*virtual void(void) PressureDeath;*/ /*virtual void(void) PressureDeath;*/
}; };

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@ -44,13 +44,15 @@ func_brush:NSRenderableEntity
int m_iSolidity; int m_iSolidity;
int m_iStartOff; int m_iStartOff;
void(void) func_brush; public:
void func_brush(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Respawn(void);
virtual void Trigger(entity,int);
virtual void SpawnKey(string,string);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(void) Respawn;
virtual void(entity,int) Trigger;
virtual void(string,string) SpawnKey;
}; };
void void

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@ -103,25 +103,25 @@ func_button:NSSurfacePropEntity
string m_strOnIn; string m_strOnIn;
string m_strOnOut; string m_strOnOut;
public:
void func_button(void); void func_button(void);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Spawned;
virtual void(void) Respawn;
virtual void(void) Arrived;
virtual void(void) Returned;
virtual void(void) MoveBack;
virtual void(void) MoveAway;
virtual void(entity) Touch;
virtual void(entity) Blocked;
virtual void(entity, int) Trigger;
virtual void(void) DeathTrigger;
virtual void(void) PlayerUse;
virtual void(void) SetMovementDirection; virtual void Save(float);
virtual void(vector, void(void)) MoveToDestination; virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Spawned(void);
virtual void Respawn(void);
virtual void Arrived(void);
virtual void Returned(void);
virtual void MoveBack(void);
virtual void MoveAway(void);
virtual void Touch(entity);
virtual void Blocked(entity);
virtual void Trigger(entity,int);
virtual void DeathTrigger(void);
virtual void PlayerUse(void);
virtual void SetMovementDirection(void);
virtual void MoveToDestination(vector, void(void));
}; };
void void

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@ -35,16 +35,18 @@ func_conveyor:NSRenderableEntity
float m_flSpeed; float m_flSpeed;
vector m_vecMoveDir; vector m_vecMoveDir;
public:
void(void) func_conveyor; void(void) func_conveyor;
virtual void(float) Save; virtual void Save(float);
virtual void(string,string) Restore; virtual void Restore(string,string);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void(entity) Touch; virtual void Touch(entity);
virtual void(void) SetMovementDirection; virtual void SetMovementDirection(void);
virtual void(entity, string, string) Input; virtual void Input(entity, string, string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
}; };
void void

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@ -100,6 +100,7 @@ func_door:NSRenderableEntity
string m_strSndMove; string m_strSndMove;
string m_strSndStop; string m_strSndStop;
public:
void(void) func_door; void(void) func_door;
virtual void Spawned(void); virtual void Spawned(void);

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@ -91,28 +91,29 @@ func_door_rotating:NSRenderableEntity
vector m_vecMoveDir; vector m_vecMoveDir;
bool m_iCanTouch; bool m_iCanTouch;
void(void) func_door_rotating; public:
void func_door_rotating(void);
virtual void(float) Save;
virtual void(string, string) Restore; virtual void Save(float);
virtual void(void) Spawned; virtual void Restore(string,string);
virtual void(void) PortalOpen; virtual void Spawned(void);
virtual void(void) PortalClose; virtual void PortalOpen(void);
virtual void(void) Respawn; virtual void PortalClose(void);
virtual void(void) Arrived; virtual void Respawn(void);
virtual void(void) Returned; virtual void Arrived(void);
virtual void(void) Back; virtual void Returned(void);
virtual void(void) Away; virtual void Back(void);
virtual void(entity, int) Trigger; virtual void Away(void);
virtual void(void) Use; virtual void Trigger(entity,int);
virtual void(entity) Touch; virtual void Use(void);
virtual void(entity) Blocked; virtual void Touch(entity);
virtual void(void) SetMovementDirection; virtual void Blocked(entity);
virtual void(vector angle, void(void) func) RotToDest; virtual void SetMovementDirection(void);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void RotToDest(vector angle, void(void) func);
#ifdef GS_PHYSICS #ifdef GS_PHYSICS
virtual void(void) Unhinge; virtual void Unhinge(void);
#endif #endif
}; };

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@ -37,22 +37,25 @@ func_guntarget:NSSurfacePropEntity
string m_strOnDeath; string m_strOnDeath;
string m_strOnDeathLegacy; string m_strOnDeathLegacy;
void(void) func_guntarget; public:
void func_guntarget(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Spawned; virtual void Spawned(void);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity act, int) Trigger; virtual void Trigger(entity,int);
virtual void(void) Death; virtual void Death(void);
virtual void(entity, string, string) Input;
virtual void NextPath(void);
virtual void Move(void);
virtual void Start(void);
virtual void Stop(void);
virtual void Input(entity, string, string);
virtual void(void) NextPath;
virtual void(void) Move;
virtual void(void) Start;
virtual void(void) Stop;
}; };
void void

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@ -40,18 +40,20 @@ func_healthcharger:NSRenderableEntity
string m_strSndCharging; string m_strSndCharging;
string m_strSndDone; string m_strSndDone;
void(void) func_healthcharger; public:
void func_healthcharger(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(void) Spawned; virtual void Spawned(void);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) customphysics; virtual void customphysics(void);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void OnPlayerUse(void);
virtual void ResetHealth(void);
virtual void(void) OnPlayerUse;
virtual void(void) ResetHealth;
}; };
void void

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@ -17,11 +17,13 @@
class class
func_lod:NSEntity func_lod:NSEntity
{ {
void(void) func_lod; public:
void func_lod(void);
virtual void Respawn(void);
virtual void SpawnKey(string,string);
virtual float SendEntity(entity,float);
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
virtual float(entity, float) SendEntity;
}; };
void void

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@ -51,19 +51,20 @@ func_mortar_field:NSBrushTrigger
string m_strXController; string m_strXController;
string m_strYController; string m_strYController;
void(void) func_mortar_field; public:
void func_mortar_field(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(entity,int) Trigger; virtual void Trigger(entity,int);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(vector) Fire; virtual void Fire(vector);
virtual void(void) FireRandom; virtual void FireRandom(void);
virtual void(entity) FireTarget; virtual void FireTarget(entity);
virtual void(void) FireControlled; virtual void FireControlled(void);
}; };
void void

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@ -57,14 +57,16 @@ func_pendulum:NSRenderableEntity
float m_flDampening; float m_flDampening;
float m_flDistance; float m_flDistance;
void(void) func_pendulum; public:
void func_pendulum(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void Trigger(entity,int);
virtual void customphysics(void);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Respawn;
virtual void(entity, int) Trigger;
virtual void(void) customphysics;
}; };
void void

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@ -30,10 +30,12 @@ This entity was introduced in Half-Life 2 (2004).
class class
func_physbox:NSPhysicsEntity func_physbox:NSPhysicsEntity
{ {
public:
void func_physbox(void); void func_physbox(void);
virtual void Respawn(void); virtual void Respawn(void);
virtual void SpawnKey(string, string); virtual void SpawnKey(string, string);
}; };
void void

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@ -46,18 +46,20 @@ func_plat:NSRenderableEntity
float m_flSpeed; float m_flSpeed;
float m_flHeight; float m_flHeight;
void(void) func_plat; public:
void func_plat(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Trigger(entity,int);
virtual void Respawn(void);
virtual void Touch(entity);
virtual void SpawnKey(string,string);
virtual void(float) Save; virtual void ArrivedUp(void);
virtual void(string, string) Restore; virtual void ArrivedDown(void);
virtual void(entity, int) Trigger; virtual void MoveToggle(void);
virtual void(void) ArrivedUp; virtual void Move(vector, void(void));
virtual void(void) ArrivedDown;
virtual void(vector, void(void)) Move;
virtual void(void) MoveToggle;
virtual void(void) Respawn;
virtual void(entity) Touch;
virtual void(string, string) SpawnKey;
}; };
void void

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@ -54,18 +54,20 @@ func_platrot:NSRenderableEntity
string m_strNoise2; string m_strNoise2;
float m_flRotation; float m_flRotation;
void(void) func_platrot; public:
void func_platrot(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Trigger(entity,int);
virtual void Respawn(void);
virtual void Touch(entity);
virtual void SpawnKey(string,string);
virtual void(float) Save; virtual void Move(vector, vector, void(void));
virtual void(string, string) Restore; virtual void ArrivedUp(void);
virtual void(entity, int) Trigger; virtual void ArrivedDown(void);
virtual void(void) ArrivedUp; virtual void MoveToggle(void);
virtual void(void) ArrivedDown;
virtual void(vector, vector, void(void)) Move;
virtual void(void) MoveToggle;
virtual void(void) Respawn;
virtual void(entity) Touch;
virtual void(string, string) SpawnKey;
}; };
void void

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@ -37,15 +37,17 @@ func_pushable:func_breakable
entity m_pPuller; entity m_pPuller;
entity m_eCollBox; entity m_eCollBox;
void(void) func_pushable; public:
void func_pushable(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void customphysics(void);
virtual void Respawn(void);
virtual void Touch(entity);
virtual void OnPlayerUse(void);
virtual void OnRemoveEntity(void);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(void) customphysics;
virtual void(void) Respawn;
virtual void(entity) Touch;
virtual void(void) OnPlayerUse;
virtual void(void) OnRemoveEntity;
}; };
void void

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@ -40,18 +40,19 @@ func_recharge:NSRenderableEntity
string m_strSndCharging; string m_strSndCharging;
string m_strSndDone; string m_strSndDone;
void(void) func_recharge; void func_recharge(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Spawned; virtual void Spawned(void);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(void) customphysics; virtual void customphysics(void);
virtual void OnPlayerUse(void);
virtual void ResetHealth(void);
virtual void(void) OnPlayerUse;
virtual void(void) ResetHealth;
}; };
void void

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@ -70,22 +70,24 @@ func_rot_button:NSSurfacePropEntity
float m_flDistance; float m_flDistance;
float m_flReturnTime; float m_flReturnTime;
void(void) func_rot_button; public:
void func_rot_button(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity) Touch; virtual void Touch(entity);
virtual void(void) Death; virtual void Death(void);
virtual void ArrivedClosed(void);
virtual void ArrivedOpened(void);
virtual void TriggerTargets(void);
virtual void Rotate(vector, void());
virtual void TurnToggle(void);
virtual void OnPlayerUse(void);
virtual void(void) ArrivedClosed;
virtual void(void) ArrivedOpened;
virtual void(void) TriggerTargets;
virtual void(vector, void()) Rotate;
virtual void(void) TurnToggle;
virtual void(void) OnPlayerUse;
}; };
void void

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@ -71,19 +71,21 @@ func_rotating:NSRenderableEntity
float m_flDamage; float m_flDamage;
float m_flDir; float m_flDir;
void(void) func_rotating; public:
void func_rotating(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void Rotate(void);
virtual void Blocked(entity);
virtual void Touch(entity);
virtual void SetMovementDirection(void);
virtual void(void) Rotate;
virtual void(entity) Blocked;
virtual void(entity) Touch;
virtual void(void) SetMovementDirection;
}; };
void void

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@ -88,17 +88,19 @@ func_tank:NSVehicle
float m_flFireTime; float m_flFireTime;
void(void) func_tank; public:
void func_tank(void);
virtual void Spawned(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void customphysics(void);
virtual void PlayerInput(void);
virtual void Respawn(void);
virtual void SpriteSmoke(vector);
virtual void SpriteFlash(vector);
virtual void SpawnKey(string,string);
virtual void(void) Spawned;
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(void) customphysics;
virtual void(void) PlayerInput;
virtual void(void) Respawn;
virtual void(vector) SpriteSmoke;
virtual void(vector) SpriteFlash;
virtual void(string, string) SpawnKey;
}; };
void void

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@ -28,10 +28,12 @@ This entity was introduced in Half-Life (1998).
class class
func_tankcontrols:NSBrushTrigger func_tankcontrols:NSBrushTrigger
{ {
void(void) func_tankcontrols; public:
void func_tankcontrols(void);
virtual void OnPlayerUse(void);
virtual void Respawn(void);
virtual void(void) OnPlayerUse;
virtual void(void) Respawn;
}; };
void void

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@ -62,22 +62,24 @@ func_tracktrain:NSRenderableEntity
string m_strMoveSnd; string m_strMoveSnd;
string m_strStopSnd; string m_strStopSnd;
void(void) func_tracktrain; public:
void func_tracktrain(void);
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Spawned; virtual void Spawned(void);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void SoundMove(void);
virtual void SoundStop(void);
virtual void AfterSpawn(void);
virtual void PathNext(void);
virtual void PathMove(void);
virtual void PathDone(void);
virtual void Blocked(entity);
virtual void(void) SoundMove;
virtual void(void) SoundStop;
virtual void(void) AfterSpawn;
virtual void(void) PathNext;
virtual void(void) PathMove;
virtual void(void) PathDone;
virtual void(entity) Blocked;
}; };
void void

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@ -29,9 +29,11 @@ This entity was introduced in Half-Life (1998).
class class
func_traincontrols:NSBrushTrigger func_traincontrols:NSBrushTrigger
{ {
void(void) func_traincontrols; public:
void func_traincontrols(void);
virtual void Respawn(void);
virtual void(void) Respawn;
}; };
void void

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@ -63,23 +63,24 @@ func_train:NSRenderableEntity
string m_strMoveSnd; string m_strMoveSnd;
string m_strStopSnd; string m_strStopSnd;
void(void) func_train; public:
void func_train(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Spawned; virtual void Spawned(void);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void(void) SoundMove; virtual void SoundMove(void);
virtual void(void) SoundStop; virtual void SoundStop(void);
virtual void(void) AfterSpawn; virtual void AfterSpawn(void);
virtual void(void) PathNext; virtual void PathNext(void);
virtual void(void) PathMove; virtual void PathMove(void);
virtual void(void) PathDone; virtual void PathDone(void);
virtual void(entity) Blocked; virtual void Blocked(entity);
}; };
void void

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@ -38,13 +38,15 @@ func_wall_toggle:NSRenderableEntity
int m_oldmodelindex; int m_oldmodelindex;
int m_iVisible; int m_iVisible;
void(void) func_wall_toggle; public:
void func_wall_toggle(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Respawn(void);
virtual void Trigger(entity,int);
virtual void Input(entity,string,string);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(void) Respawn;
virtual void(entity, int) Trigger;
virtual void(entity, string, string) Input;
}; };
void void

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@ -47,17 +47,19 @@ game_counter:NSPointTrigger
int m_iCounted; int m_iCounted;
int m_iMaxCount; int m_iMaxCount;
void(void) game_counter; public:
void game_counter(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(entity,int) Trigger; virtual void Trigger(entity,int);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual int GetCount(void);
virtual void SetCount(int);
virtual int(void) GetCount;
virtual void(int) SetCount;
}; };
void void

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@ -41,13 +41,15 @@ game_counter_set:NSPointTrigger
{ {
int m_iCount; int m_iCount;
void(void) game_counter_set; public:
void game_counter_set(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Trigger(entity,int);
virtual void Respawn(void);
virtual void SpawnKey(string,string);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(entity,int) Trigger;
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
}; };
void void

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@ -48,14 +48,16 @@ game_player_equip:NSPointTrigger
{ {
string m_strBuffer; string m_strBuffer;
void(void) game_player_equip; public:
void game_player_equip(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Trigger(entity,int);
virtual void SpawnKey(string,string);
virtual void SpawnUnit(string,vector);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(entity, int) Trigger;
virtual void(string, string) SpawnKey;
virtual void(string, vector) SpawnUnit;
}; };
void void

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@ -60,12 +60,14 @@ game_text:NSPointTrigger
int m_iChannel; int m_iChannel;
int m_iEffect; int m_iEffect;
void(void) game_text; public:
void game_text(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Trigger(entity,int);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(entity, int) Trigger;
}; };
void void

View File

@ -38,7 +38,8 @@ This entity was introduced in Half-Life (1998).
class class
gibshooter:env_shooter gibshooter:env_shooter
{ {
void(void) gibshooter; public:
void gibshooter(void);
}; };
void void

View File

@ -149,12 +149,14 @@ info_hint:NSPointTrigger
aistate_t m_minState; aistate_t m_minState;
aistate_t m_maxState; aistate_t m_maxState;
void(void) info_hint; public:
void info_hint(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string,string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
}; };
void void

View File

@ -34,7 +34,8 @@ This entity was introduced in Quake (1996).
class class
info_intermission:NSPointTrigger info_intermission:NSPointTrigger
{ {
void(void) info_intermission; public:
void info_intermission(void);
}; };
void void

View File

@ -27,9 +27,11 @@ This entity was introduced in Half-Life (1998).
class class
info_node:NSPointTrigger info_node:NSPointTrigger
{ {
void(void) info_node; public:
void info_node(void);
virtual void Respawn(void);
virtual void(void) Respawn;
}; };
void void

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@ -27,9 +27,11 @@ This entity was introduced in Half-Life (1998).
class class
info_node_air:NSPointTrigger info_node_air:NSPointTrigger
{ {
void(void) info_node_air; public:
void info_node_air(void);
virtual void Respawn(void);
virtual void(void) Respawn;
}; };
void void

View File

@ -35,7 +35,8 @@ This entity was introduced in Quake (1996).
class class
info_notnull:NSPointTrigger info_notnull:NSPointTrigger
{ {
void(void) info_notnull; public:
void info_notnull(void);
}; };
void void

View File

@ -32,12 +32,14 @@ This entity was introduced in Quake (1996).
class class
info_null:NSPointTrigger info_null:NSPointTrigger
{ {
void(void) info_null; public:
void info_null(void);
#ifdef DEBUG_INFONULL #ifdef DEBUG_INFONULL
virtual void(void) WarnDeveloper; virtual void WarnDeveloper(void);
virtual void(void) Respawn; virtual void Respawn(void);
#endif #endif
}; };
void void

View File

@ -42,14 +42,16 @@ infodecal:NSPointTrigger
decal m_decChild; decal m_decChild;
string m_strTexture; string m_strTexture;
void(void) infodecal; public:
void infodecal(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void Spawned(void);
virtual void Trigger(entity,int);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Respawn;
virtual void(void) Spawned;
virtual void(entity, int) Trigger;
}; };
void void

View File

@ -31,7 +31,7 @@ item_food:NSEntity
{ {
int m_iIsCan; int m_iIsCan;
void(void) item_food; void item_food(void);
virtual void Spawned(void); virtual void Spawned(void);
virtual void Save(float); virtual void Save(float);

View File

@ -106,16 +106,18 @@ light:NSPointTrigger
float m_flSwitchStyle; float m_flSwitchStyle;
string m_strPattern; string m_strPattern;
void(void) light; public:
void light(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Spawned; virtual void Spawned(void);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(void) RestoreComplete; virtual void RestoreComplete(void);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
}; };
void void

View File

@ -62,17 +62,19 @@ logic_auto:NSPointTrigger
/* temporary */ /* temporary */
int m_iFromSaveGame; int m_iFromSaveGame;
void(void) logic_auto; public:
void logic_auto(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Spawned; virtual void Spawned(void);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(void) RestoreComplete; virtual void RestoreComplete(void);
virtual void Processing(void);
virtual void(void) Processing;
}; };
void void

View File

@ -27,15 +27,16 @@ This entity was introduced in Half-Life (1998).
class class
momentary_door:NSMomentary momentary_door:NSMomentary
{ {
void(void) momentary_door; public:
void momentary_door(void);
virtual void(string, string) SpawnKey;
virtual void(void) Respawn; virtual void SpawnKey(string,string);
virtual void(void) SetMovementDirection; virtual void Respawn(void);
virtual void SetMovementDirection(void);
virtual void(void) MovementDone;
virtual void(void) MovementStateChanged; virtual void MovementDone(void);
virtual float(void) GetProgress; virtual void MovementStateChanged(void);
virtual float GetProgress(void);
}; };
void void

View File

@ -52,20 +52,22 @@ momentary_rot_button:NSMomentary
{ {
int m_iTurnDir; int m_iTurnDir;
void(void) momentary_rot_button; public:
void momentary_rot_button(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(void) OnPlayerUse; virtual void OnPlayerUse(void);
virtual void(void) OnPlayerUnUse; virtual void OnPlayerUnUse(void);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(void) SetMovementDirection; virtual void SetMovementDirection(void);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void MovementDone(void);
virtual void MovementStateChanged(void);
virtual float GetProgress(void);
virtual void(void) MovementDone;
virtual void(void) MovementStateChanged;
virtual float(void) GetProgress;
}; };
void void

View File

@ -53,6 +53,7 @@ public:
virtual void MovementStateChanged(void); virtual void MovementStateChanged(void);
/** Returns the progress of the momentary, which is a value between 0.0 and 1.0. */ /** Returns the progress of the momentary, which is a value between 0.0 and 1.0. */
virtual float GetProgress(void); virtual float GetProgress(void);
}; };
void void

View File

@ -41,9 +41,11 @@ enumflags
class class
monster_furniture:NSMonster monster_furniture:NSMonster
{ {
void(void) monster_furniture; public:
void monster_furniture(void);
virtual void Respawn(void);
virtual void(void) Respawn;
}; };
void void

View File

@ -34,9 +34,11 @@ This entity was introduced in Half-Life (1998).
class class
monster_generic:NSTalkMonster monster_generic:NSTalkMonster
{ {
void(void) monster_generic; public:
void monster_generic(void);
virtual void Respawn(void);
virtual void(void) Respawn;
}; };
void void

View File

@ -55,18 +55,20 @@ monstermaker:NSPointTrigger
int m_iMaxChildren; int m_iMaxChildren;
float m_flDelay; float m_flDelay;
void(void) monstermaker; public:
void monstermaker(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void Spawner(void);
virtual void TurnOn(void);
virtual void TurnOff(void);
virtual void(void) Spawner;
virtual void(void) TurnOn;
virtual void(void) TurnOff;
}; };
void void

View File

@ -39,11 +39,13 @@ multi_manager_sub:NSPointTrigger
int m_iValue; int m_iValue;
float m_flUntilTriggered; float m_flUntilTriggered;
void(void) multi_manager_sub; public:
void multi_manager_sub(void);
/* overrides */ /* overrides */
virtual void Save(float); virtual void Save(float);
virtual void Restore(string,string); virtual void Restore(string,string);
}; };
void void

View File

@ -32,12 +32,14 @@ This entity was introduced in Half-Life (1998).
class class
multisource:NSPointTrigger multisource:NSPointTrigger
{ {
void(void) multisource; public:
void multisource(void);
virtual void Respawn(void);
virtual int QueryTargets(void);
virtual int GetValue(void);
virtual void Trigger(entity,int);
virtual void(void) Respawn;
virtual int(void) QueryTargets;
virtual int(void) GetValue;
virtual void(entity, int) Trigger;
}; };
void void

View File

@ -53,13 +53,15 @@ path_corner:NSPointTrigger
float m_flYawSpeed; float m_flYawSpeed;
float m_flWait; float m_flWait;
void(void) path_corner; public:
void path_corner(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void Trigger(entity,int);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Respawn;
virtual void(entity, int) Trigger;
}; };
void void

View File

@ -40,15 +40,17 @@ player_loadsaved:NSRenderableEntity /* for the rendercolor values */
float m_flFadeDuration; float m_flFadeDuration;
float m_flFadeHold; float m_flFadeHold;
void(void) player_loadsaved; public:
void player_loadsaved(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void ReloadSave(void);
virtual void(void) ReloadSave;
}; };
void void

View File

@ -27,9 +27,10 @@ This entity was introduced in Half-Life (1998).
class class
player_weaponstrip:NSPointTrigger player_weaponstrip:NSPointTrigger
{ {
void(void) player_weaponstrip; public:
void player_weaponstrip(void);
virtual void(entity, int) Trigger;
virtual void Trigger(entity,int);
}; };
void void

View File

@ -50,14 +50,15 @@ point_camera:NSPointTrigger
float m_flFogEnd; float m_flFogEnd;
float m_flFOV; float m_flFOV;
void(void) point_camera; public:
void point_camera(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string,string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity,string,string) Input; virtual void Input(entity,string,string);
}; };
void void

View File

@ -29,6 +29,7 @@ prop_door_rotating:NSPointTrigger
float m_flDistance; float m_flDistance;
float m_flSpeed; float m_flSpeed;
public:
void prop_door_rotating(void); void prop_door_rotating(void);
/* overrides */ /* overrides */

View File

@ -33,10 +33,11 @@ This entity was introduced in Half-Life 2 (2004).
class class
prop_dynamic:NSSurfacePropEntity prop_dynamic:NSSurfacePropEntity
{ {
void(void) prop_dynamic; public:
void prop_dynamic(void);
virtual void(string, string) SpawnKey;
virtual void(void) Respawn; virtual void SpawnKey(string,string);
virtual void Respawn(void);
}; };
void void

View File

@ -30,10 +30,11 @@ This entity was introduced in Half-Life 2 (2004).
class class
prop_physics:NSPhysicsEntity prop_physics:NSPhysicsEntity
{ {
void(void) prop_physics; public:
void prop_physics(void);
virtual void(string, string) SpawnKey;
virtual void(void) Respawn; virtual void SpawnKey(string,string);
virtual void Respawn(void);
}; };
void void

View File

@ -41,9 +41,11 @@ This entity was introduced in Half-Life 2 (2004).
class class
prop_static:NSRenderableEntity prop_static:NSRenderableEntity
{ {
void(void) prop_static; public:
void prop_static(void);
virtual void Respawn(void);
virtual void(void) Respawn;
}; };
void void

View File

@ -46,18 +46,20 @@ random_speaker:NSPointTrigger
float m_flMinPos; float m_flMinPos;
float m_flRandPercent; float m_flRandPercent;
void(void) random_speaker; public:
void random_speaker(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity,int) Trigger; virtual void Trigger(entity,int);
virtual void PlaySample(void);
virtual void Enable(void);
virtual void Disable(void);
virtual void(void) PlaySample;
virtual void(void) Enable;
virtual void(void) Disable;
}; };
void void

View File

@ -39,13 +39,15 @@ random_trigger:NSPointTrigger
float m_flRandMax; float m_flRandMax;
int m_iStartState; int m_iStartState;
void(void) random_trigger; public:
void random_trigger(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void Trigger(entity,int);
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Respawn;
virtual void(entity,int) Trigger;
}; };
void void

View File

@ -42,13 +42,15 @@ scripted_sentence:NSPointTrigger
float m_flPitch; float m_flPitch;
float m_flDuration; float m_flDuration;
void(void) scripted_sentence; public:
void scripted_sentence(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
}; };
void void

View File

@ -103,18 +103,20 @@ scripted_sequence:NSPointTrigger
/* How we move to perform m_iActionAnim */ /* How we move to perform m_iActionAnim */
int m_iMove; int m_iMove;
void(void) scripted_sequence; public:
void scripted_sequence(void);
/* overrides */
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(entity, int) Trigger;
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
virtual void(entity) RunOnEntity; /* overrides */
virtual void(void) InitIdle; virtual void Save(float);
virtual void(entity) Touch; virtual void Restore(string,string);
virtual void Trigger(entity,int);
virtual void Respawn(void);
virtual void SpawnKey(string,string);
virtual void RunOnEntity(entity);
virtual void InitIdle(void);
virtual void Touch(entity);
}; };
void void

View File

@ -70,16 +70,18 @@ speaker:NSTalkMonster
string m_strSentence; string m_strSentence;
float m_flVolume; float m_flVolume;
void(void) speaker; public:
void speaker(void);
/* overrides */ /* overrides */
virtual void(float) Save; virtual void Save(float);
virtual void(string, string) Restore; virtual void Restore(string,string);
virtual void(string, string) SpawnKey; virtual void SpawnKey(string,string);
virtual void(void) Respawn; virtual void Respawn(void);
virtual void(entity, int) Trigger; virtual void Trigger(entity,int);
virtual void Announce(void);
virtual void(void) Announce;
}; };
void void

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