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

Public Member Functions

void env_glow (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...
 

Detailed Description

QUAKED env_glow (1 .5 0) (-8 -8 -8) (8 8 8) EVGLOW_ORIENT

OVERVIEW

Glare/glow orb effect like the flares in 1997's Unreal.

KEYS

  • "targetname" : Name
  • "shader" : Material to use for the glare/glow effect.
  • "model" : Sprite model to use for the glare/glow (idTech 2 BSPs only)
  • "scale" : Scale multiplier.
  • "rendercolor" : Material color override in RGB8.
  • "renderamt" : Material alpha override in A8.
  • "rendermode" : Render Mode
  • "renderfx" : Render FX

SPAWNFLAGS

  • EVGLOW_ORIENT (1) : Glow is an oriented sprite when set.

TRIVIA

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

Constructor & Destructor Documentation

◆ env_glow()

void env_glow::env_glow ( void  )

Member Function Documentation

◆ EvaluateEntity()

void env_glow::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_glow::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_glow::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_glow::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.


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