Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Rendertarget Surface.

QUAKED func_monitor (0 .5 .8) ?

OVERVIEW

A monitor that renders the view of a linked point_camera entity.

KEYS

  • "targetname" : Name
  • "target" : Camera it's linked to.

INPUTS

  • "Enable" : Turns the monitor on
  • "Disable" : Turns the monitor on.
  • "Toggle" : Toggles the state of the monitor between on and off.

TRIVIA

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

Inheritance diagram for func_monitor:
ncRenderableEntity

Public Member Functions

void func_monitor (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

◆ func_monitor()

void func_monitor::func_monitor ( void  )

Member Function Documentation

◆ EvaluateEntity()

void func_monitor::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncRenderableEntity.

◆ Input()

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

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

Reimplemented from ncRenderableEntity.

◆ ReceiveEntity()

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

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

Reimplemented from ncRenderableEntity.

◆ Respawn()

void func_monitor::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 ncRenderableEntity.

◆ SendEntity()

float func_monitor::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncRenderableEntity.

◆ SpawnKey()

void func_monitor::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 ncRenderableEntity.

◆ Trigger()

void func_monitor::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: