Nuclide
Software Development Kit for id Technology
NSRenderableEntity Class Reference

About this class

This entity represents any NSEntity with advanced rendering properties.

This includes GoldSource and Source Engine style rendering effects.

This is the bare minimum for most characters as it allows for body and bone control settings.

Inheritance diagram for NSRenderableEntity:
NSEntity NSCharger NSMomentary NSSurfacePropEntity cycler_sprite cycler_wreckage env_beam env_beverage env_fade env_funnel env_glow env_laser env_model env_render env_shooter env_smoker env_sprite func_brush func_conveyor func_healthcharger func_illusionary func_ladder func_lod func_monitor func_pendulum func_recharge func_rotating func_train func_useableladder func_wall func_wall_toggle item_eyescanner item_food item_generic item_healthcharger item_recharge player_loadsaved prop_door_rotating script_vehicle

Public Member Functions

void NSRenderableEntity (void)
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. 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 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...
 
virtual void EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network. More...
 
virtual float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
nonvirtual void Event_SpawnDefBone (string, string)
 
nonvirtual void Event_SpawnDefAttachment (string, float)
 
virtual void RenderDebugSkeleton (void)
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual float predraw (void)
 
virtual void postdraw (void)
 Client: Run after the rendering of 3D world is complete. More...
 
virtual void RendererRestarted ()
 Client: Called when video resources need to be allocated or reloaded for the entity. More...
 
virtual void MakeStatic (void)
 Tells the engine to make the entity static, effectively making it inaccessible. More...
 
virtual void HandleAnimEvent (float, int, string)
 Callback for any model event that gets triggered while playing a framegroup. More...
 
nonvirtual void SetBody (int)
 Sets the bodygroup of the entity. More...
 
nonvirtual void SetBodyInGroup (int, int)
 Sets the body inside of a specific group. More...
 
nonvirtual void SetRenderFX (float)
 Sets the render FX type of the entity. More...
 
nonvirtual void SetRenderMode (float)
 Sets the render mode type of the entity. More...
 
nonvirtual void SetRenderAmt (float)
 Sets the render amount of the entity. More...
 
nonvirtual void SetRenderColor (vector)
 Sets the render color of the entity. More...
 
nonvirtual void SetBoneControl1 (float)
 Sets the value of the bone controller #1. More...
 
nonvirtual void SetBoneControl2 (float)
 Sets the value of the bone controller #2. More...
 
nonvirtual void SetBoneControl3 (float)
 Sets the value of the bone controller #3. More...
 
nonvirtual void SetBoneControl4 (float)
 Sets the value of the bone controller #4. More...
 
nonvirtual void SetBoneControl5 (float)
 Sets the value of the bone controller #5. More...
 
nonvirtual void SetAxialScale (vector)
 Sets the axial, anisotropic scale of an entity, affecting the individual axis (forward, right, up). More...
 
nonvirtual int GetBody (void)
 Returns the bodygroup of the entity. More...
 
nonvirtual int GetBodyInGroup (int)
 Returns the body within a given group. More...
 
nonvirtual float GetRenderMode (void)
 Returns the render mode of the entity. More...
 
nonvirtual float GetRenderFX (void)
 Returns the render FX of the entity. More...
 
nonvirtual float GetRenderAmt (void)
 Returns the render amount of the entity. More...
 
nonvirtual vector GetRenderColor (void)
 Returns the render color of the entity. More...
 
nonvirtual float GetBoneControl1 (void)
 Returns the value of the entity's bone controller #1. More...
 
nonvirtual float GetBoneControl2 (void)
 Returns the value of the entity's bone controller #2. More...
 
nonvirtual float GetBoneControl3 (void)
 Returns the value of the entity's bone controller #3. More...
 
nonvirtual float GetBoneControl4 (void)
 Returns the value of the entity's bone controller #4. More...
 
nonvirtual float GetBoneControl5 (void)
 Returns the value of the entity's bone controller #5. More...
 
nonvirtual vector GetAxialScale (void)
 Returns the axial/anisotropic scale of the entity, same as input format (forward, right, up) More...
 
nonvirtual void RenderFXPass (void)
 Called by predraw(); and will set the appropriate rendering specific fields. More...
 
nonvirtual void RenderAxialScale (void)
 
nonvirtual void RenderGLQuakeShadow (void)
 

Constructor & Destructor Documentation

◆ NSRenderableEntity()

void NSRenderableEntity::NSRenderableEntity ( void  )

Member Function Documentation

◆ EvaluateEntity()

void NSRenderableEntity::EvaluateEntity ( void  )
virtual

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

Reimplemented from NSEntity.

Reimplemented in func_tracktrain, ambient_generic, env_beam, env_funnel, env_glow, env_laser, env_smoker, env_sprite, func_conveyor, speaker, NSClientPlayer, NSClientSpectator, NSItem, NSMonster, NSPhysicsEntity, NSProjectile, NSRagdoll, NSSurfacePropEntity, NSVehicle, and NSWeapon.

◆ Event_SpawnDefAttachment()

void NSRenderableEntity::Event_SpawnDefAttachment ( string  classDef,
float  attachmentID 
)

◆ Event_SpawnDefBone()

void NSRenderableEntity::Event_SpawnDefBone ( string  classDef,
string  boneName 
)

◆ GetAxialScale()

vector NSRenderableEntity::GetAxialScale ( void  )

Returns the axial/anisotropic scale of the entity, same as input format (forward, right, up)

◆ GetBody()

int NSRenderableEntity::GetBody ( void  )

Returns the bodygroup of the entity.

◆ GetBodyInGroup()

int NSRenderableEntity::GetBodyInGroup ( int  bodyGroup)

Returns the body within a given group.

◆ GetBoneControl1()

float NSRenderableEntity::GetBoneControl1 ( void  )

Returns the value of the entity's bone controller #1.

◆ GetBoneControl2()

float NSRenderableEntity::GetBoneControl2 ( void  )

Returns the value of the entity's bone controller #2.

◆ GetBoneControl3()

float NSRenderableEntity::GetBoneControl3 ( void  )

Returns the value of the entity's bone controller #3.

◆ GetBoneControl4()

float NSRenderableEntity::GetBoneControl4 ( void  )

Returns the value of the entity's bone controller #4.

◆ GetBoneControl5()

float NSRenderableEntity::GetBoneControl5 ( void  )

Returns the value of the entity's bone controller #5.

◆ GetRenderAmt()

float NSRenderableEntity::GetRenderAmt ( void  )

Returns the render amount of the entity.

◆ GetRenderColor()

vector NSRenderableEntity::GetRenderColor ( void  )

Returns the render color of the entity.

◆ GetRenderFX()

float NSRenderableEntity::GetRenderFX ( void  )

Returns the render FX of the entity.

◆ GetRenderMode()

float NSRenderableEntity::GetRenderMode ( void  )

Returns the render mode of the entity.

◆ HandleAnimEvent()

void NSRenderableEntity::HandleAnimEvent ( float  flTimeStamp,
int  iCode,
string  strData 
)
virtual

Callback for any model event that gets triggered while playing a framegroup.

Reimplemented in NSTalkMonster.

◆ Input()

void NSRenderableEntity::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from NSEntity.

Reimplemented in env_fade, env_shooter, func_door, func_door_rotating, func_guntarget, func_plat, func_tracktrain, func_wall_toggle, ambient_generic, env_beam, env_funnel, env_smoker, env_sprite, func_conveyor, NSClientPlayer, NSItem, NSMonster, NSActor, and NSSurfacePropEntity.

◆ MakeStatic()

void NSRenderableEntity::MakeStatic ( void  )
virtual

Tells the engine to make the entity static, effectively making it inaccessible.

It will be removed from the game-logic but remain visible and it will retain its collision and maintain the appearance it had before getting removed.

Reimplemented from NSEntity.

◆ postdraw()

virtual void NSRenderableEntity::postdraw ( void  )
virtual

Client: Run after the rendering of 3D world is complete.

2D calls can happen here.

Reimplemented from NSEntity.

Reimplemented in NSClientPlayer, NSPhysicsEntity, and NSProjectile.

◆ predraw()

virtual float NSRenderableEntity::predraw ( void  )
virtual

◆ ReceiveEntity()

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

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

Reimplemented from NSEntity.

Reimplemented in func_tracktrain, func_conveyor, func_monitor, func_tankmortar, prop_vehicle_driveable, speaker, NSClientPlayer, NSClientSpectator, NSItem, NSMonster, NSPhysicsEntity, NSProjectile, NSRagdoll, NSSurfacePropEntity, NSTalkMonster, NSVehicle, and NSWeapon.

◆ RenderAxialScale()

nonvirtual void NSRenderableEntity::RenderAxialScale ( void  )

◆ RenderDebugSkeleton()

virtual void NSRenderableEntity::RenderDebugSkeleton ( void  )
virtual

◆ RendererRestarted()

void NSRenderableEntity::RendererRestarted ( void  )
virtual

Client: Called when video resources need to be allocated or reloaded for the entity.

Reimplemented from NSEntity.

◆ RenderFXPass()

nonvirtual void NSRenderableEntity::RenderFXPass ( void  )

Called by predraw(); and will set the appropriate rendering specific fields.

◆ RenderGLQuakeShadow()

nonvirtual void NSRenderableEntity::RenderGLQuakeShadow ( void  )

◆ Respawn()

◆ Restore()

◆ Save()

◆ SendEntity()

float NSRenderableEntity::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from NSEntity.

Reimplemented in func_tracktrain, ambient_generic, env_beam, env_funnel, env_glow, env_laser, env_smoker, env_sprite, func_conveyor, func_lod, speaker, NSClientPlayer, NSClientSpectator, NSItem, NSMonster, NSPhysicsEntity, NSProjectile, NSRagdoll, NSSurfacePropEntity, NSTalkMonster, NSVehicle, and NSWeapon.

◆ SetAxialScale()

void NSRenderableEntity::SetAxialScale ( vector  scaleVec)

Sets the axial, anisotropic scale of an entity, affecting the individual axis (forward, right, up).

◆ SetBody()

void NSRenderableEntity::SetBody ( int  newBody)

Sets the bodygroup of the entity.

◆ SetBodyInGroup()

void NSRenderableEntity::SetBodyInGroup ( int  groupID,
int  bodyValue 
)

Sets the body inside of a specific group.

◆ SetBoneControl1()

void NSRenderableEntity::SetBoneControl1 ( float  val)

Sets the value of the bone controller #1.

◆ SetBoneControl2()

void NSRenderableEntity::SetBoneControl2 ( float  val)

Sets the value of the bone controller #2.

◆ SetBoneControl3()

void NSRenderableEntity::SetBoneControl3 ( float  val)

Sets the value of the bone controller #3.

◆ SetBoneControl4()

void NSRenderableEntity::SetBoneControl4 ( float  val)

Sets the value of the bone controller #4.

◆ SetBoneControl5()

void NSRenderableEntity::SetBoneControl5 ( float  val)

Sets the value of the bone controller #5.

◆ SetRenderAmt()

void NSRenderableEntity::SetRenderAmt ( float  newAmt)

Sets the render amount of the entity.

This depdends on the context.

◆ SetRenderColor()

void NSRenderableEntity::SetRenderColor ( vector  newColor)

Sets the render color of the entity.

◆ SetRenderFX()

void NSRenderableEntity::SetRenderFX ( float  newFX)

Sets the render FX type of the entity.

Check renderfx_t for details.

◆ SetRenderMode()

void NSRenderableEntity::SetRenderMode ( float  newMode)

Sets the render mode type of the entity.

Check rendermode_t for details.

◆ SpawnKey()


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