Nuclide
Software Development Kit for id Technology
env_cascade_light Class Reference

About this class

Shared-Entity: Outdoor Shadow & Lighting Controller.

QUAKED env_cascade_light (1 .5 0) (-8 -8 -8) (8 8 8)

OVERVIEW

Shadowmapped outdoor lighting entity.

Shadows cast by an env_cascade_light

KEYS

  • "targetname" : Name
  • "color" : Color of the sun light. Three space separated 0-255 based values.
  • "maxshadowdistance" : Maximum shadow distance from the camera.
  • "uselightenvangles" : When set to 1, the angles are taken from the light_environment in the map.
  • "StartDisabled" : Entity will have to be enabled in order to work when set to 1.

INPUTS

  • "SetAngles" : Sets the light angle.
  • "LightColor" : Sets the light color. Three space separated 0-255 based values.
  • "Enable" : Enable the entity.
  • "Disable" : Disable the entity.
  • "Toggle" : Toggles between enabled/disabled states.

TRIVIA

This entity was introduced in Counter-Strike: Global Offensive (2012).

Inheritance diagram for env_cascade_light:
NSPointTrigger

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)
 

Constructor & Destructor Documentation

◆ env_cascade_light()

void env_cascade_light::env_cascade_light ( void  )

Member Function Documentation

◆ EvaluateEntity()

void env_cascade_light::EvaluateEntity ( void  )
virtual

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

Reimplemented from NSEntity.

◆ Input()

void env_cascade_light::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.

◆ LightChanged()

nonvirtual void env_cascade_light::LightChanged ( float  )

◆ OnRemoveEntity()

virtual void env_cascade_light::OnRemoveEntity ( void  )
virtual

Handles what happens before the entity gets removed from the client game.

Reimplemented from NSIO.

◆ ReceiveEntity()

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

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

Reimplemented from NSEntity.

◆ RendererRestarted()

virtual void env_cascade_light::RendererRestarted ( void  )
virtual

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

Reimplemented from NSEntity.

◆ Respawn()

void env_cascade_light::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 NSPointTrigger.

◆ Restore()

void env_cascade_light::Restore ( string  strKey,
string  strValue 
)
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.

◆ Save()

void env_cascade_light::Save ( float  handle)
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.

◆ SendEntity()

float env_cascade_light::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from NSEntity.

◆ SpawnKey()

void env_cascade_light::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 NSIO.

Reimplemented from NSPointTrigger.

◆ Trigger()

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

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

Reimplemented from NSTrigger.


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