Nuclide
Software Development Kit for id Technology (BETA)
info_particle_system Class Reference

About this class

Shared-Entity: Particle Emitter.

QUAKED info_particle_system (1 0 0) (-8 -8 -8) (8 8 8) PSFL_STARTACTIVE

OVERVIEW

An entity that's spawns particles from the engine's particle system.

KEYS

  • "targetname" : Name
  • "effect_name" : Name of the particle effect to spawn
  • "start_active" : Whether or not the entity needs to be triggered first
  • "interval" : Override for spawn intervals.
  • "spawncount" : Override for the amount of particles that will be emitted

INPUTS

  • "Start" : Starts the emitter.
  • "Stop" : Stops the emitter.
  • "Toggle" : Toggles the emitter from an on/off state.

TRIVIA

This entity was introduced in The Orange Box (2007).

Inheritance diagram for info_particle_system:
ncPointTrigger

Public Member Functions

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

Constructor & Destructor Documentation

◆ info_particle_system()

void info_particle_system::info_particle_system ( void  )

Member Function Documentation

◆ Emit()

void info_particle_system::Emit ( void  )
virtual

◆ EvaluateEntity()

void info_particle_system::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncEntity.

◆ Input()

void info_particle_system::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from ncEntity.

◆ ReceiveEntity()

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

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

Reimplemented from ncEntity.

◆ Respawn()

void info_particle_system::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 ncPointTrigger.

◆ SendEntity()

float info_particle_system::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncEntity.

◆ SpawnKey()

void info_particle_system::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 ncIO.

Reimplemented from ncPointTrigger.

◆ Trigger()

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

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

Reimplemented from ncTrigger.


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