Nuclide
Software Development Kit for id Technology
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Tool/Server-Entity: Light Source.
QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LFL_LINEAR x LFL_DARK LFL_NOGRID x x
Infinitely small point of light illuminating the scene.
In idTech 2/GoldSrc etc. spawnflag 1 means a light starts off. This doesn't exist in idTech3 because lightstyles were not a thing. To avoid huge amounts of lightmap abuse, please consider using light_dynamic or env_projectedtexture for toggled or flickering lights.
This entity was introduced in Quake (1996).
Public Member Functions | |
void | light (void) |
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 | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. 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 | RestoreComplete (void) |
Called when the entity has been successfully restored from a savegame file. 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 | DebugDraw (void) |
void light::light | ( | void | ) |
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Reimplemented from NSPointTrigger.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
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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 NSPointTrigger.
Reimplemented in light_environment.
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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.
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Called when the entity has been successfully restored from a savegame file.
Reimplemented from NSIO.
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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.
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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 NSEntity.
Reimplemented in light_environment.
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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 NSIO.
Reimplemented from NSPointTrigger.
Reimplemented in light_environment, and light_environment.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.