Nuclide
Software Development Kit for id Tech
env_instructor_hint Class Reference

Shared-Entity: Hints/Instructions With Key Bindings. More...

Inheritance diagram for env_instructor_hint:
NSPointTrigger

Public Member Functions

void env_instructor_hint (void)
 
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 SpawnKey (string, string)
 This method handles entity key/value pairs on map load. 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 Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. 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...
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual void postdraw (void)
 Client: Run after the rendering of 3D world is complete. More...
 

Detailed Description

Shared-Entity: Hints/Instructions With Key Bindings.

QUAKED env_instructor_hint (0 1 0) (-8 -8 -8) (8 8 8)

OVERVIEW

Used to display hints throughout the environment.

KEYS

  • "targetname" : Name
  • "hint_caption" : Text of your hint.
  • "hint_color" : Color tint of your text.
  • "hint_icon_onscreen" : Icon to use when the hint is visible.
  • "hint_icon_offscreen" : Icon to use when the hint is out of view.
  • "hint_binding" : Name of the command that we'll display a key/button for.
  • "hint_nooffscreen" : When 1, will not show an off-screen hint at all.
  • "hint_target" : Hint will be displayed at the named entity.
  • "hint_static" : When 0, follows the entity specified in hint_target. Will be displayed on the heads-up-display otherwise.
  • "hint_allow_nodraw_target" : When 0, will stop rendering if the hint_target becomes invisible.
  • "hint_forcecaption" : When 1, will show the hint even if it's obscured by a wall.
  • "hint_icon_offset" : Height offset at which the hint will be displayed in-world.
  • "hint_pulseoption" : Speed at which the icon pulses in size. 0 is none, 3 is very fast.
  • "hint_alphaoption" : Speed at which the icon pulses in transparency. 0 is none, 3 is very fast.
  • "hint_shakeoption" : Strength at which the icon shakes. 0 is none, 2 is wide.
  • "hint_timeout" : Time until the hint stops showing. When 0, needs to be triggered to be disabled.
  • "hint_range" : Visible range of the hint in world units.
  • "hint_auto_start" : When set to 0, the entity no longer has to be triggered to show, line-of-sight will be enough.
  • "hint_display_limit" : Number of times this hint can be shown.

INPUTS

  • "Enable" : Enable the entity.
  • "Disable" : Disable the entity.
  • "Toggle" : Toggles between enabled/disabled states.

TRIVIA

This entity was introduced in Left 4 Dead 2 (2009).

Constructor & Destructor Documentation

◆ env_instructor_hint()

void env_instructor_hint::env_instructor_hint ( void  )

Member Function Documentation

◆ EvaluateEntity()

void env_instructor_hint::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_instructor_hint::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.

◆ postdraw()

void env_instructor_hint::postdraw ( void  )
virtual

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

2D calls can happen here.

Reimplemented from NSEntity.

◆ ReceiveEntity()

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

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

Reimplemented from NSEntity.

◆ Respawn()

void env_instructor_hint::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_instructor_hint::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_instructor_hint::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_instructor_hint::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_instructor_hint::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_instructor_hint::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: