Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Dynamic Light.
QUAKED light_dynamic (0 1 0) (-8 -8 -8) (8 8 8)
Dynamic light entity. Can be parented to things, it even has some inputs that may be interesting.
The 'start_active' is a Nuclide specific one. There is no way in Source engine games to tell the entity to start inactive as far as I can tell.
This entity was introduced in Half-Life 2 (2004).
Public Member Functions | |
void | light_dynamic (void) |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. 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 float | predraw (void) |
virtual void | RendererRestarted (void) |
Client: Called when video resources need to be allocated or reloaded for the entity. More... | |
virtual void | LightChanged (float) |
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 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 | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
void light_dynamic::light_dynamic | ( | 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 ncEntity.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from ncEntity.
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Handles what happens before the entity gets removed from the client game.
Reimplemented from ncIO.
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Reimplemented from ncEntity.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncEntity.
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Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from ncEntity.
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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 ncPointTrigger.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncEntity.
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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 ncIO.
Reimplemented from ncPointTrigger.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.