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).
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void | env_glow (void) |
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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...
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virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. More...
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virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network. More...
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virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. More...
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virtual float | predraw (void) |
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virtual void | postdraw (void) |
| Client: Run after the rendering of 3D world is complete. More...
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virtual void | RendererRestarted (void) |
| Client: Called when video resources need to be allocated or reloaded for the entity. More...
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nonvirtual bool | IsVisible (vector) |
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nonvirtual void | RenderGlow (vector, vector) |
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nonvirtual void | RenderNormal (vector, vector) |
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virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. More...
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