Nuclide
Software Development Kit for id Technology
|
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).
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) |
void env_cascade_light::env_cascade_light | ( | void | ) |
|
virtual |
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSEntity.
|
virtual |
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
nonvirtual void env_cascade_light::LightChanged | ( | float | ) |
|
virtual |
Handles what happens before the entity gets removed from the client game.
Reimplemented from NSIO.
|
virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSEntity.
|
virtual |
Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from NSEntity.
|
virtual |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSPointTrigger.
|
virtual |
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.
|
virtual |
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.
|
virtual |
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSEntity.
|
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 NSIO.
Reimplemented from NSPointTrigger.
|
virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.