Nuclide
Software Development Kit for id Tech
env_laser Class Reference
Inheritance diagram for env_laser:
NSRenderableEntity

Public Member Functions

void env_laser (void)
 
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 SpawnKey (string, string)
 This method handles entity key/value pairs on map load. 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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
nonvirtual void CastLaser (void)
 

Detailed Description

QUAKED env_laser (1 .5 0) (-8 -8 -8) (8 8 8) LASER_STARTON x x x LASER_STARTSPARKS LASER_ENDSPARKS LASER_DECAL

OVERVIEW

Controllable laser effect. More or less a stripped-down version of env_beam.

KEYS

  • "targetname" : Name
  • "LaserTarget" : Targetname of the entity that acts as end point for the laser.
  • "damage" : Damage per second that's dealt when touching the inner laser.
  • "texture" : Path to the sprite to use in place of a texture.
  • "BoltWidth" : Thickness multiplier. 0-255 range.
  • "NoiseAmplitude" : Amplitude multiplier. 0-255 range.

SPAWNFLAGS

  • LASER_STARTON (1) : Activate the laser at map start.
  • LASER_STARTSPARKS (16) :Start of the laser will spark when set.
  • LASER_ENDSPARKS (32) : End of the laser will spark when set.
  • LASER_DECAL (64) : TODO: Presumably leaves decals when sparks hit a surface.

TRIVIA

This entity was introduced in Half-Life (1998).

Constructor & Destructor Documentation

◆ env_laser()

void env_laser::env_laser ( void  )

Member Function Documentation

◆ CastLaser()

void env_laser::CastLaser ( void  )

◆ EvaluateEntity()

void env_laser::EvaluateEntity ( void  )
virtual

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

Reimplemented from NSRenderableEntity.

◆ Respawn()

void env_laser::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 NSRenderableEntity.

◆ SendEntity()

float env_laser::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from NSRenderableEntity.

◆ SpawnKey()

void env_laser::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 NSIO.

Reimplemented from NSRenderableEntity.

◆ Trigger()

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

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

Reimplemented from NSTrigger.


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