Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Simple Fog Controller.

QUAKED env_fog (1 .5 0) (-8 -8 -8) (8 8 8) STARTACTIVE

OVERVIEW

Covers the map in fog.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "startdist" : Distance between the player and the fog.
  • "enddist" : Distance between the player and the end of the fog.
  • "density" : Strength of the fog.
  • "rendercolor" : Color of the fog.

KEYS (DMC/SPIRIT)

  • "fadein" : Fade in time (ignored)
  • "fadeout" : Fade out time (ignored)
  • "holdtime" : Hold time, 0 is permanent.

SPAWNFLAGS

  • STARTACTIVE (1) : Start active on map load.

TRIVIA

This entity was introduced in Counter-Strike (1998).

Inheritance diagram for env_fog:
ncPointTrigger

Public Member Functions

void env_fog (void)
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
nonvirtual void FogUpdate (void)
 
virtual float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
virtual void EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network. More...
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ncIO::SpawnKey() but for save-game fields. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
nonvirtual void EnableFog (void)
 
nonvirtual void DisableFog (void)
 

Constructor & Destructor Documentation

◆ env_fog()

void env_fog::env_fog ( void  )

Member Function Documentation

◆ DisableFog()

void env_fog::DisableFog ( void  )

◆ EnableFog()

void env_fog::EnableFog ( void  )

◆ EvaluateEntity()

void env_fog::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from ncEntity.

◆ FogUpdate()

void env_fog::FogUpdate ( void  )

◆ ReceiveEntity()

void env_fog::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from ncEntity.

◆ Respawn()

void env_fog::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from ncPointTrigger.

◆ Restore()

void env_fog::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to ncIO::SpawnKey() but for save-game fields.

Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.

Reimplemented from ncPointTrigger.

◆ Save()

void env_fog::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from ncPointTrigger.

◆ SendEntity()

float env_fog::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from ncEntity.

◆ Spawned()

void env_fog::Spawned ( void  )
virtual

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 ncEntity.

◆ SpawnKey()

void env_fog::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of ncIO.

Reimplemented from ncPointTrigger.

◆ Trigger()

void env_fog::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from ncTrigger.


The documentation for this class was generated from the following file: