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Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Laser Emitter.
QUAKED env_laser (1 .5 0) (-8 -8 -8) (8 8 8) LASER_STARTON x x x LASER_STARTSPARKS LASER_ENDSPARKS LASER_DECAL
Controllable laser effect. More or less a stripped-down version of env_beam.
This entity was introduced in Half-Life (1998).
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. | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network. | |
| virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. | |
| virtual void | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. | |
| nonvirtual void | CastLaser (void) |
| virtual float | predraw (void) |
| virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. | |
| virtual void | ReloadVideoResources (void) |
| Client: Called when video resources need to be allocated or reloaded for the entity. | |
| void env_laser::env_laser | ( | void | ) |
| void env_laser::CastLaser | ( | void | ) |
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncRenderableEntity.
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virtual |
Reimplemented from ncRenderableEntity.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncRenderableEntity.
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Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from ncRenderableEntity.
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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 ncRenderableEntity.
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virtual |
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncRenderableEntity.
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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 ncIO.
Reimplemented from ncRenderableEntity.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.