Nuclide
Software Development Kit for id Tech
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Server-Entity: Visibility/Areaportal Manager. More...
Public Member Functions | |
void | func_areaportal (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to NSIO::SpawnKey but for save-game fields. More... | |
nonvirtual void | PortalOpen (void) |
nonvirtual void | PortalClose (void) |
Server-Entity: Visibility/Areaportal Manager.
QUAKED func_areaportal (0 .5 .8) ?
Manages a space between two areas. Requires to be positioned within an areaportal helper brush.
This entity was introduced in Quake II (1997).
QUAKED func_areaportalwindow (0 .5 .8) ?
Manages a space between two areas, but only renders when a player is in the specified range.
Requires a helper func_brush entity that should be textured simple, and have 'Solidty' set to '1'. This entity will render instead of the culled area, and needs a targetname to be called by the areaportalwindow.
This entity was introduced in Half-Life 2 (2004).
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
Similar to NSIO::SpawnKey
but for save-game fields.
Whatever you write into file handles within your NSIO::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 NSIO::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.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.