Nuclide
Software Development Kit for id Tech
|
Shared-Entity: Outdoor Shadow & Lighting Controller. More...
Public Member Functions | |
void | env_cascade_light (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 | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. 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 | 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 | OnRemoveEntity (void) |
Handles what happens before the entity gets removed from the client game. More... | |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual void | RendererRestarted (void) |
Client: Called when video resources need to be allocated or reloaded for the entity. More... | |
nonvirtual void | LightChanged (float) |
Shared-Entity: Outdoor Shadow & Lighting Controller.
QUAKED env_cascade_light (1 .5 0) (-8 -8 -8) (8 8 8)
Shadowmapped outdoor lighting entity.
This entity was introduced in Counter-Strike: Global Offensive (2012).
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSEntity.
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
Handles what happens before the entity gets removed from the client game.
Reimplemented from NSEntity.
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSEntity.
Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from NSEntity.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSPointTrigger.
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 NSPointTrigger.
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 NSPointTrigger.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSEntity.
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 NSIO.
Reimplemented from NSPointTrigger.
|
virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.