Nuclide
Software Development Kit for id Tech
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Public Member Functions | |
void | worldspawn (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ::SpawnKey but for save-game fields. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
QUAKED worldspawn (0 0 0) ?
Only used for the world.
A map must only have one worldspawn entity. Every game can have varying key definitions for the worldspawn entity. It's also not affected by "killtarget".
This entity was introduced in Quake (1996).
Similar to ::SpawnKey
but for save-game fields.
Whatever you write into file handles within your ::Save()
method needs to be read back in here.
Reimplemented from NSEntity.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSEntity.
Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned();
inside your method when overriding.
Reimplemented from NSEntity.