Nuclide
Software Development Kit for id Technology
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This entity class represents an attack.
Usually spawned by a decl's fireInfo properties.
Public Member Functions | |
void | NSAttack (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. 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 | Launch (vector, vector, float, float, float) |
nonvirtual void | SetWeaponOwner (NSWeapon) |
nonvirtual NSWeapon | GetWeaponOwner (void) |
void NSAttack::NSAttack | ( | void | ) |
NSWeapon NSAttack::GetWeaponOwner | ( | void | ) |
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virtual |
Reimplemented in NSProjectile.
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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 NSSurfacePropEntity.
Reimplemented in NSProjectile.
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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 NSSurfacePropEntity.
Reimplemented in NSProjectile.
void NSAttack::SetWeaponOwner | ( | NSWeapon | weaponOwner | ) |
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virtual |
Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned();
inside your method when overriding.
Reimplemented from NSSurfacePropEntity.
Reimplemented in NSProjectile.
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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 NSSurfacePropEntity.
Reimplemented in NSProjectile.