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Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Glowing Orbs/Flares.
QUAKED env_glow (1 .5 0) (-8 -8 -8) (8 8 8) EVGLOW_ORIENT
Glare/glow orb effect like the flares in 1997's Unreal.
This entity was introduced in Half-Life (1998).
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... | |
virtual float | predraw (void) |
virtual void | postdraw (void) |
Client: Run after the rendering of 3D world is complete. More... | |
virtual void | ReloadVideoResources (void) |
Client: Called when video resources need to be allocated or reloaded for the entity. More... | |
nonvirtual bool | IsVisible (vector) |
nonvirtual void | RenderGlow (vector, vector) |
nonvirtual void | RenderNormal (vector, vector) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
Public Attributes | |
float | m_flMaxAlpha |
vector | m_vecSize |
vector | m_vecRotate |
void env_glow::env_glow | ( | void | ) |
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virtual |
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncRenderableEntity.
bool env_glow::IsVisible | ( | vector | vecPlayer | ) |
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virtual |
Client: Run after the rendering of 3D world is complete.
2D calls can happen here.
Reimplemented from ncRenderableEntity.
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virtual |
Reimplemented from ncRenderableEntity.
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virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from ncRenderableEntity.
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virtual |
Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from ncRenderableEntity.
void env_glow::RenderGlow | ( | vector | forg, |
vector | fsize | ||
) |
void env_glow::RenderNormal | ( | vector | forg, |
vector | fsize | ||
) |
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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.
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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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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.
float env_glow::m_flMaxAlpha |
vector env_glow::m_vecRotate |
vector env_glow::m_vecSize |