Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Physics Rope.

QUAKED phys_rope (1 0 0) (-8 -8 -8) (8 8 8) ROPE_VERTICAL

OVERVIEW

Physics rope entity.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Inheritance diagram for phys_rope:
ncPointTrigger keyframe_rope move_rope

Public Member Functions

void phys_rope (void)
 
virtual float predraw (void)
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual void DrawSegment (vector, vector, vector)
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. 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 ncIO::SpawnKey() but for save-game fields. 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...
 

Constructor & Destructor Documentation

◆ phys_rope()

void phys_rope::phys_rope ( void  )

Member Function Documentation

◆ DrawSegment()

void phys_rope::DrawSegment ( vector  pos1,
vector  pos2,
vector  vecPlayer 
)
virtual

◆ EvaluateEntity()

void phys_rope::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncEntity.

◆ predraw()

float phys_rope::predraw ( void  )
virtual

Reimplemented from ncEntity.

◆ ReceiveEntity()

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

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

Reimplemented from ncEntity.

◆ Respawn()

void phys_rope::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.

◆ Restore()

void phys_rope::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to ncIO::SpawnKey() but for save-game fields.

Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.

Reimplemented from ncPointTrigger.

◆ Save()

void phys_rope::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from ncPointTrigger.

◆ SendEntity()

float phys_rope::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 phys_rope::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.


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