Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Glowing Orbs/Flares.

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).

Inheritance diagram for env_glow:
ncRenderableEntity

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 RendererRestarted (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
 

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 ncRenderableEntity.

◆ IsVisible()

bool env_glow::IsVisible ( vector  vecPlayer)

◆ postdraw()

void env_glow::postdraw ( void  )
virtual

Client: Run after the rendering of 3D world is complete.

2D calls can happen here.

Reimplemented from ncRenderableEntity.

◆ predraw()

float env_glow::predraw ( void  )
virtual

Reimplemented from ncRenderableEntity.

◆ ReceiveEntity()

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

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

Reimplemented from ncRenderableEntity.

◆ RendererRestarted()

void env_glow::RendererRestarted ( void  )
virtual

Client: Called when video resources need to be allocated or reloaded for the entity.

Reimplemented from ncRenderableEntity.

◆ RenderGlow()

void env_glow::RenderGlow ( vector  forg,
vector  fsize 
)

◆ RenderNormal()

void env_glow::RenderNormal ( vector  forg,
vector  fsize 
)

◆ 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 ncRenderableEntity.

◆ 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 ncRenderableEntity.

◆ 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 ncIO.

Reimplemented from ncRenderableEntity.

Member Data Documentation

◆ m_flMaxAlpha

float env_glow::m_flMaxAlpha

◆ m_vecRotate

vector env_glow::m_vecRotate

◆ m_vecSize

vector env_glow::m_vecSize

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