Nuclide
Software Development Kit for id Technology
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Shared-Entity: Fog Controller.
QUAKED env_fog_controller (1 .5 0) (-8 -8 -8) (8 8 8) EVFOGCTL_MASTER
Controls fog that affects the entire map.
This entity was introduced in Half-Life 2 (2004).
Public Member Functions | |
void | env_fog_controller (void) |
virtual float | StartToBias (void) |
virtual float | FogRender (void) |
virtual void | FogUpdate (void) |
virtual void | RendererRestarted (void) |
Client: Called when video resources need to be allocated or reloaded for the entity. More... | |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
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... | |
void env_fog_controller::env_fog_controller | ( | void | ) |
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSEntity.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from NSEntity.
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Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from NSEntity.
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSPointTrigger.
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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.
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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.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSEntity.
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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.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.