Nuclide
Software Development Kit for id Technology (BETA)
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ncIO Class Reference

About this class

This class is responsible for handling core entity functionality.

It handles entity spawns, respawns, save/load as well as key/value pair loading, as well as inputs/outputs which is our basic entity interaction model.

This is a very low-level class. You're never meant to use this. Use ncEntity as a basis for your classes.

Inheritance diagram for ncIO:
ncMapDelegate ncRuleDelegate ncSchedule ncTrigger ncEntity NSXRInput NSXRSpace env_cubemap env_muzzleflash env_particle env_shockwave env_soundscape env_sun func_areaportal func_dustcloud func_dustmotes func_friction func_monsterclip func_plat_helper func_smokevolume infodecal light_environment ncBrushTrigger ncInteractiveSurface ncOutput ncPMoveVars ncPhysicsConstraint ncPointTrigger ncPortal ncRenderableEntity ncSpraylogo ncTimer ncWorldSpawn point_message prop_rope prop_static reserved_spot sky_camera

Public Member Functions

void ncIO (void)
 
virtual void Spawned (void)
 Called when the entity is fulled initialized.
 
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 ReloadCachedAttributes (void)
 Shared: Called on launch/reload to read variables from defaults.
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load.
 
nonvirtual float GetDefAct (string)
 Looks up a sequence from an act of a key within this entity's declaration.
 
nonvirtual string GetDefString (string)
 Looks up the string value of a key within this entity's declaration.
 
nonvirtual float GetDefFloat (string)
 Looks up the floating-point value of a key within this entity's declaration.
 
nonvirtual bool GetDefBool (string)
 Looks up the boolean value of a key within this entity's declaration.
 
nonvirtual int GetDefInt (string)
 Looks up the integer value of a key within this entity's declaration.
 
nonvirtual vector GetDefVector (string)
 Looks up the integer value of a key within this entity's declaration.
 
nonvirtual float GetSubDefAct (string, string)
 Like GetDefAct, but queries a specified def, falling back to reading from our own if it's not defined.
 
nonvirtual string GetSubDefString (string, string)
 Like GetDefString, but queries a specified def, falling back to reading from our own if it's not defined.
 
nonvirtual float GetSubDefFloat (string, string)
 Like GetDefFloat, but queries a specified def, falling back to reading from our own if it's not defined.
 
nonvirtual bool GetSubDefBool (string, string)
 Like GetDefBool, but queries a specified def, falling back to reading from our own if it's not defined.
 
nonvirtual int GetSubDefInt (string, string)
 Like GetDefInt, but queries a specified def, falling back to reading from our own if it's not defined.
 
nonvirtual vector GetSubDefVector (string, string)
 Like GetDefVector, but queries a specified def, falling back to reading from our own if it's not defined.
 
nonvirtual void Destroy (void)
 When called, will remove the entity from the game entirely.
 
virtual void OnRemoveEntity (void)
 Handles what happens before the entity gets removed from the client game.
 
nonvirtual void Relink (void)
 Relink the entity against the world.
 
nonvirtual float GetNextThinkTime (void)
 Returns an absolute value of when the entity will be think again.
 
nonvirtual bool IsThinking (void)
 Returns whether or not we're currently expecting to think any time soon.
 
nonvirtual void ReleaseThink (void)
 When called, will unset anything related to ongoing think operations.
 
nonvirtual void ThinkBusy (float)
 When called, will make the entity think busy for the specified amount of time.
 
nonvirtual void SetThink (void())
 Overrides the Think function of the entity.
 
nonvirtual void SetNextThink (float)
 Sets the next think timer of the entity.
 
nonvirtual void ScheduleThink (void(void), float)
 Schedules a think timer.
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle.
 
virtual void Restore (string, string)
 Similar to ncIO::SpawnKey() but for save-game fields.
 
virtual void RestoreComplete (void)
 Called when the entity has been successfully restored from a savegame file.
 
virtual void TransitionComplete (void)
 Called when the entity has successfully completed a level transition.
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message.
 
nonvirtual void UseOutput (entity, string)
 Triggers an output field that has been created beforehand.
 
nonvirtual string PrepareOutput (string, string)
 Prepares an output field.
 
nonvirtual string CreateOutput (string)
 Called at the end of setting up an entity's output field.
 
nonvirtual bool CheckOutput (string)
 Returns whether the Output is ready, or has done firing - not currently scheduled to fire, etc.
 
virtual void ParentUpdate (void)
 Called when we need to re-align the entity to our parent entity.
 
nonvirtual void SaveFloat (float, string, float)
 Saves a floating point key/value pair to a filehandle.
 
nonvirtual void SaveInt (float, string, int)
 Saves a integer key/value pair to a filehandle.
 
nonvirtual void SaveString (float, string, string)
 Saves a string key/value pair to a filehandle.
 
nonvirtual void SaveVector (float, string, vector)
 Saves a vector key/value pair to a filehandle.
 
nonvirtual void SaveBool (float, string, bool)
 Saves a boolean key/value pair to a filehandle.
 
nonvirtual void SaveEntity (float, string, entity)
 Saves an entity id key/value pair to a filehandle.
 
nonvirtual void SetSendFlags (float)
 Overrides the field that's used to determine which information should be networked.
 
virtual void _ReceiveComplete (float, float)
 Called once ReceiveEntity has done its job.
 
nonvirtual float GetSpawnFloat (string)
 Returns the floating-point value of a named key in the entity's spawn data.
 
nonvirtual int GetSpawnInt (string)
 Returns the integer value of a named key in the entity's spawn data.
 
nonvirtual string GetSpawnString (string)
 Returns the string value of a named key in the entity's spawn data.
 
nonvirtual vector GetSpawnVector (string)
 Returns the vector value of a named key in the entity's spawn data.
 
nonvirtual bool GetSpawnBool (string)
 Returns the boolean value of a named key in the entity's spawn data.
 
nonvirtual entity GetSpawnEntity (string, entity)
 Returns an entity of a named key in the entity's spawn data.
 
nonvirtual float ReadFloat (string)
 Returns a floating point value from a string value.
 
nonvirtual int ReadInt (string)
 Returns an integer value from a string.
 
nonvirtual string ReadString (string)
 Returns a string value from a string (with error checking).
 
nonvirtual vector ReadVector (string)
 Returns a vector from a string.
 
nonvirtual bool ReadBool (string)
 Returns a boolean value from a string.
 
nonvirtual entity ReadEntity (string)
 Reads an entity id from a string and returns the entity.
 
nonvirtual float GetTime (void)
 Get the level time the entity finds itself in.
 
nonvirtual void DebugFloat (string, float)
 Debug print for a given float.
 
nonvirtual void DebugInt (string, int)
 Debug print for a given integer.
 
nonvirtual void DebugString (string, string)
 Debug print for a given string.
 
nonvirtual void DebugVector (string, vector)
 Debug print for a given vector.
 
nonvirtual void DebugBool (string, bool)
 Debug print for a given boolean.
 
nonvirtual void DebugEntity (string, entity)
 Debug print for a given entity.
 

Constructor & Destructor Documentation

◆ ncIO()

void ncIO::ncIO ( void )

Member Function Documentation

◆ _ReceiveComplete()

void ncIO::_ReceiveComplete ( float flNew,
float flChanged )
virtual

Called once ReceiveEntity has done its job.

Reimplemented in ncPlayer.

◆ CheckOutput()

bool ncIO::CheckOutput ( string strOut)

Returns whether the Output is ready, or has done firing - not currently scheduled to fire, etc.

Input is the identifier of an output.

◆ CreateOutput()

string ncIO::CreateOutput ( string outmsg)

Called at the end of setting up an entity's output field.

The input is a 5 parameter, commar separated string. The return value is the targetname of a minion object that'll handle the triggering (and counting down of uses) as defined in the Source Engine's Input/Output specification.

◆ DebugBool()

void ncIO::DebugBool ( string key,
bool value )

Debug print for a given boolean.

◆ DebugEntity()

void ncIO::DebugEntity ( string key,
entity targ )

Debug print for a given entity.

◆ DebugFloat()

void ncIO::DebugFloat ( string key,
float value )

Debug print for a given float.

◆ DebugInt()

void ncIO::DebugInt ( string key,
int value )

Debug print for a given integer.

◆ DebugString()

void ncIO::DebugString ( string key,
string value )

Debug print for a given string.

◆ DebugVector()

void ncIO::DebugVector ( string key,
vector value )

Debug print for a given vector.

◆ Destroy()

void ncIO::Destroy ( void )

When called, will remove the entity from the game entirely.

◆ GetDefAct()

float ncIO::GetDefAct ( string activityName)

Looks up a sequence from an act of a key within this entity's declaration.

◆ GetDefBool()

bool ncIO::GetDefBool ( string keyName)

Looks up the boolean value of a key within this entity's declaration.

◆ GetDefFloat()

float ncIO::GetDefFloat ( string keyName)

Looks up the floating-point value of a key within this entity's declaration.

◆ GetDefInt()

int ncIO::GetDefInt ( string keyName)

Looks up the integer value of a key within this entity's declaration.

◆ GetDefString()

string ncIO::GetDefString ( string keyName)

Looks up the string value of a key within this entity's declaration.

◆ GetDefVector()

vector ncIO::GetDefVector ( string keyName)

Looks up the integer value of a key within this entity's declaration.

◆ GetNextThinkTime()

float ncIO::GetNextThinkTime ( void )

Returns an absolute value of when the entity will be think again.

Any result should be tested against GetTime().

◆ GetSpawnBool()

bool ncIO::GetSpawnBool ( string keyName)

Returns the boolean value of a named key in the entity's spawn data.

◆ GetSpawnEntity()

entity ncIO::GetSpawnEntity ( string keyName,
entity startEntity )

Returns an entity of a named key in the entity's spawn data.

Parameters
keyNameName of the key in the spawn data.
startEntityStart search at this entity. Can be world or __NULL__.

◆ GetSpawnFloat()

float ncIO::GetSpawnFloat ( string keyName)

Returns the floating-point value of a named key in the entity's spawn data.

◆ GetSpawnInt()

int ncIO::GetSpawnInt ( string keyName)

Returns the integer value of a named key in the entity's spawn data.

◆ GetSpawnString()

string ncIO::GetSpawnString ( string keyName)

Returns the string value of a named key in the entity's spawn data.

◆ GetSpawnVector()

vector ncIO::GetSpawnVector ( string keyName)

Returns the vector value of a named key in the entity's spawn data.

◆ GetSubDefAct()

float ncIO::GetSubDefAct ( string subDef,
string activityName )

Like GetDefAct, but queries a specified def, falling back to reading from our own if it's not defined.

Returns the framegroup for a given activity.

◆ GetSubDefBool()

bool ncIO::GetSubDefBool ( string subDef,
string keyName )

Like GetDefBool, but queries a specified def, falling back to reading from our own if it's not defined.

◆ GetSubDefFloat()

float ncIO::GetSubDefFloat ( string subDef,
string keyName )

Like GetDefFloat, but queries a specified def, falling back to reading from our own if it's not defined.

◆ GetSubDefInt()

int ncIO::GetSubDefInt ( string subDef,
string keyName )

Like GetDefInt, but queries a specified def, falling back to reading from our own if it's not defined.

◆ GetSubDefString()

string ncIO::GetSubDefString ( string subDef,
string keyName )

Like GetDefString, but queries a specified def, falling back to reading from our own if it's not defined.

◆ GetSubDefVector()

vector ncIO::GetSubDefVector ( string subDef,
string keyName )

Like GetDefVector, but queries a specified def, falling back to reading from our own if it's not defined.

◆ GetTime()

float ncIO::GetTime ( void )

Get the level time the entity finds itself in.

Always use this instead of the time global. The time global may not be valid on every type of entity. Specifically, MOVETYPE_PUSH entities only update upon movement (so that any think timers the entity may have are not triggered when it is at rest.

◆ Input()

◆ IsThinking()

bool ncIO::IsThinking ( void )

Returns whether or not we're currently expecting to think any time soon.

◆ OnRemoveEntity()

void ncIO::OnRemoveEntity ( void )
virtual

◆ ParentUpdate()

void ncIO::ParentUpdate ( void )
virtual

Called when we need to re-align the entity to our parent entity.

Reimplemented in ncEntity, and ncSurfacePropEntity.

◆ PrepareOutput()

string ncIO::PrepareOutput ( string strOut,
string setValue )

Prepares an output field.

Commonly used within ncIO::SpawnKey() to prepare output fields. For example: m_someOutput = PrepareOutput(m_someOutput, strValue); This will ensure that when an entity wants to trigger multiple outputs that those can be called with a singleUseOutput` call.

◆ ReadBool()

bool ncIO::ReadBool ( string inputString)

Returns a boolean value from a string.

◆ ReadEntity()

entity ncIO::ReadEntity ( string inputString)

Reads an entity id from a string and returns the entity.

◆ ReadFloat()

float ncIO::ReadFloat ( string inputString)

Returns a floating point value from a string value.

◆ ReadInt()

int ncIO::ReadInt ( string inputString)

Returns an integer value from a string.

◆ ReadString()

string ncIO::ReadString ( string inputString)

Returns a string value from a string (with error checking).

◆ ReadVector()

vector ncIO::ReadVector ( string inputString)

Returns a vector from a string.

◆ ReleaseThink()

void ncIO::ReleaseThink ( void )

When called, will unset anything related to ongoing think operations.

◆ Relink()

void ncIO::Relink ( void )

Relink the entity against the world.

Updates PVS info etc.

◆ ReloadCachedAttributes()

void ncIO::ReloadCachedAttributes ( void )
virtual

Shared: Called on launch/reload to read variables from defaults.

Data that doesn't get saved.

Reimplemented in ncActor, and ncWeapon.

◆ Respawn()

void ncIO::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 in ambient_generic, button_target, cycler, env_beam, env_beverage, env_bubbles, env_cascade_light, env_explosion, env_fire, env_fog, env_fog_controller, env_funnel, env_glow, env_instructor_hint, env_laser, env_message, env_model, env_particle, env_projectedtexture, env_shooter, env_smoker, env_soundscape, env_spark, env_sprite, func_breakable, func_brush, func_button, func_conveyor, func_door, func_door_rotating, func_friction, func_guntarget, func_healthcharger, func_illusionary, func_ladder, func_lod, func_monitor, func_monsterclip, func_mortar_field, func_pendulum, func_physbox, func_plat, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_tank, func_tankmortar, func_tracktrain, func_train, func_traincontrols, func_useableladder, func_vehicle, func_wall, func_wall_toggle, game_counter, game_counter_set, game_zone_player, info_node, info_node_air, info_particle_system, infodecal, item_ammo_crate, item_eyescanner, item_food, item_generic, item_healthcharger, item_item_crate, item_recharge, light, light_dynamic, light_environment, logic_achievement, logic_auto, logic_case, logic_relay, logic_timer, momentary_door, momentary_rot_button, monster_furniture, monster_generic, monstermaker, multi_manager, multisource, ncActor, ncBreakableBrush, ncBrushTrigger, ncCaptureItem, ncCapturePoint, ncCharger, ncEntity, ncItem, ncMonster, ncOutput, ncPhysicsEntity, ncPlayer, ncPointTrigger, ncRenderableEntity, ncSound, ncSpawnPoint, ncSpectator, ncSurfacePropEntity, ncTalkMonster, path_corner, path_track, phys_ballsocket, phys_constraint, phys_constraintsystem, phys_convert, phys_hinge, phys_keepupright, phys_rope, phys_slideconstraint, point_camera, point_spotlight, point_trigger, prop_door_rotating, prop_dynamic, prop_physics, prop_portal, prop_rope, prop_static, prop_static, prop_vehicle_driveable, random_speaker, random_trigger, reserved_spot, script_model, scripted_sequence, speaker, targ_speaker, target_cdaudio, target_speaker, trigger_auto, trigger_autosave, trigger_camera, trigger_capture_area, trigger_capture_point, trigger_cdaudio, trigger_changelevel, trigger_counter, trigger_endround, trigger_endsection, trigger_gravity, trigger_hurt, trigger_look, trigger_monsterjump, trigger_once, trigger_playerfreeze, trigger_push, trigger_relay, trigger_teleport, and trigger_transition.

◆ Restore()

void ncIO::Restore ( string keyName,
string setValue )
virtual

Similar to ncIO::SpawnKey() but for save-game fields.

Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.

Reimplemented in ambient_generic, env_beam, env_beverage, env_bubbles, env_cascade_light, env_explosion, env_fade, env_fog, env_fog_controller, env_funnel, env_global, env_hudcounter, env_hudhint, env_instructor_hint, env_message, env_muzzleflash, env_physexplosion, env_shake, env_shooter, env_smoker, env_spark, func_areaportal, func_breakable, func_brush, func_button, func_conveyor, func_door, func_door_rotating, func_guntarget, func_healthcharger, func_mortar_field, func_pendulum, func_plat, func_plat_helper, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_tank, func_trackchange, func_tracktrain, func_train, func_vehicle, func_wall_toggle, game_counter, game_counter_set, game_player_equip, game_player_hurt, game_score, game_team_master, game_text, game_zone_player, info_hint, info_waypoint, infodecal, item_food, item_generic, item_healthcharger, item_recharge, light, logic_achievement, logic_auto, logic_case, logic_timer, momentary_rot_button, monstermaker, multi_manager, ncActor, ncCharger, ncClient, ncEntity, ncHint, ncItem, ncMomentary, ncMonster, ncMoverEntity, ncPhysicsConstraint, ncPhysicsEntity, ncPlayer, ncPMoveVars, ncProjectile, ncRenderableEntity, ncRuleDelegate, ncSoundScape, ncSpectator, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, ncTimer, ncTrigger, ncVehicle, ncWeapon, ncWorldSpawn, path_corner, path_track, phys_convert, phys_hinge, phys_keepupright, phys_rope, phys_slideconstraint, player_loadsaved, point_camera, point_trigger, prop_door_rotating, prop_rope, random_speaker, random_trigger, scripted_sentence, scripted_sequence, speaker, targ_speaker, target_cdaudio, trigger_auto, trigger_autosave, trigger_camera, trigger_cdaudio, trigger_changelevel, trigger_changetarget, trigger_counter, trigger_endround, trigger_gravity, trigger_hurt, trigger_look, trigger_monsterjump, trigger_multiple, trigger_once, trigger_push, trigger_relay, and trigger_teleport.

◆ RestoreComplete()

void ncIO::RestoreComplete ( void )
virtual

Called when the entity has been successfully restored from a savegame file.

Reimplemented in light, logic_auto, ncActor, ncPMoveVars, ncRuleDelegate, ncSurfacePropEntity, ncWeapon, and trigger_auto.

◆ Save()

void ncIO::Save ( float handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented in ambient_generic, env_beam, env_beverage, env_bubbles, env_cascade_light, env_explosion, env_fade, env_fog, env_fog_controller, env_funnel, env_global, env_hudcounter, env_hudhint, env_instructor_hint, env_message, env_muzzleflash, env_physexplosion, env_shake, env_shooter, env_smoker, env_spark, func_areaportal, func_breakable, func_brush, func_button, func_conveyor, func_door, func_door_rotating, func_guntarget, func_healthcharger, func_mortar_field, func_pendulum, func_plat, func_plat_helper, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_tank, func_trackchange, func_tracktrain, func_train, func_vehicle, func_wall_toggle, game_counter, game_counter_set, game_player_equip, game_player_hurt, game_score, game_team_master, game_text, game_zone_player, info_hint, info_waypoint, infodecal, item_food, item_generic, item_healthcharger, item_recharge, light, logic_achievement, logic_auto, logic_case, logic_timer, momentary_rot_button, monstermaker, multi_manager, ncActor, ncCharger, ncClient, ncEntity, ncHint, ncItem, ncMomentary, ncMonster, ncMoverEntity, ncPhysicsConstraint, ncPhysicsEntity, ncPlayer, ncPMoveVars, ncProjectile, ncRenderableEntity, ncRuleDelegate, ncSoundScape, ncSpectator, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, ncTimer, ncTrigger, ncVehicle, ncWeapon, ncWorldSpawn, path_corner, path_track, phys_convert, phys_hinge, phys_keepupright, phys_rope, phys_slideconstraint, player_loadsaved, point_camera, point_trigger, prop_door_rotating, prop_rope, random_speaker, random_trigger, scripted_sentence, scripted_sequence, speaker, targ_speaker, target_cdaudio, trigger_auto, trigger_autosave, trigger_camera, trigger_cdaudio, trigger_changelevel, trigger_changetarget, trigger_counter, trigger_endround, trigger_gravity, trigger_hurt, trigger_look, trigger_monsterjump, trigger_multiple, trigger_once, trigger_push, trigger_relay, and trigger_teleport.

◆ SaveBool()

void ncIO::SaveBool ( float handle,
string key,
bool value )

Saves a boolean key/value pair to a filehandle.

◆ SaveEntity()

void ncIO::SaveEntity ( float handle,
string key,
entity targ )

Saves an entity id key/value pair to a filehandle.

◆ SaveFloat()

void ncIO::SaveFloat ( float handle,
string key,
float value )

Saves a floating point key/value pair to a filehandle.

◆ SaveInt()

void ncIO::SaveInt ( float handle,
string key,
int value )

Saves a integer key/value pair to a filehandle.

◆ SaveString()

void ncIO::SaveString ( float handle,
string key,
string value )

Saves a string key/value pair to a filehandle.

◆ SaveVector()

void ncIO::SaveVector ( float handle,
string key,
vector value )

Saves a vector key/value pair to a filehandle.

◆ ScheduleThink()

void ncIO::ScheduleThink ( void(void) func,
float fl )

Schedules a think timer.

You can only have one going at any given time. This is the preferred way of setting think timers. Note that when an entity of movement type MOVETYPE_PUSH is not moving, it will never get to think.

◆ SetNextThink()

void ncIO::SetNextThink ( float fl)

Sets the next think timer of the entity.

It has to be a positive value. For example `SetNextThink(1.5f); will trigger the think 1.5 seconds from then on.

◆ SetSendFlags()

void ncIO::SetSendFlags ( float flSendFlags)

Overrides the field that's used to determine which information should be networked.

◆ SetThink()

void ncIO::SetThink ( void() )

Overrides the Think function of the entity.

Only use it when you want to retain a think timer that's already been set for the entity.

◆ Spawned()

◆ SpawnKey()

void ncIO::SpawnKey ( string keyName,
string setValue )
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 in ambient_generic, env_beam, env_bubbles, env_cascade_light, env_cubemap, env_explosion, env_fade, env_fire, env_fog, env_fog_controller, env_funnel, env_global, env_glow, env_hudcounter, env_hudhint, env_instructor_hint, env_laser, env_message, env_model, env_muzzleflash, env_particle, env_physexplosion, env_projectedtexture, env_shake, env_shockwave, env_shooter, env_smoker, env_sound, env_soundscape, env_spark, env_sprite, env_sun, func_areaportal, func_breakable, func_brush, func_button, func_conveyor, func_door, func_door_rotating, func_dustcloud, func_dustmotes, func_friction, func_guntarget, func_healthcharger, func_lod, func_monitor, func_mortar_field, func_pendulum, func_physbox, func_plat, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_smokevolume, func_tank, func_tankmortar, func_trackchange, func_tracktrain, func_train, func_useableladder, func_vehicle, game_counter, game_counter_set, game_player_equip, game_player_hurt, game_score, game_team_master, game_text, game_zone_player, info_hint, info_particle_system, info_waypoint, infodecal, infodecal, item_eyescanner, item_generic, item_healthcharger, item_item_crate, item_recharge, light, light_dynamic, light_environment, light_environment, logic_achievement, logic_auto, logic_case, logic_relay, logic_timer, momentary_door, momentary_rot_button, monster_furniture, monstermaker, multi_manager, ncActor, ncCaptureItem, ncCharger, ncEntity, ncHint, ncInteractiveSurface, ncItem, ncMonster, ncMoverEntity, ncPhysicsConstraint, ncPhysicsEntity, ncProjectile, ncRenderableEntity, ncSoundScape, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, ncTrigger, ncWeapon, ncWorldSpawn, path_corner, path_track, phys_convert, phys_hinge, phys_keepupright, phys_rope, phys_slideconstraint, player_loadsaved, point_camera, point_message, point_spotlight, point_trigger, prop_door_rotating, prop_dynamic, prop_physics, prop_portal, prop_rope, prop_static, prop_vehicle_driveable, random_speaker, random_trigger, scripted_sentence, scripted_sequence, sky_camera, speaker, targ_speaker, target_cdaudio, target_speaker, team_control_point, trigger_auto, trigger_camera, trigger_capture_area, trigger_capture_point, trigger_cdaudio, trigger_changelevel, trigger_changetarget, trigger_counter, trigger_endround, trigger_gravity, trigger_hurt, trigger_look, trigger_monsterjump, trigger_multiple, trigger_once, trigger_push, trigger_relay, and trigger_teleport.

◆ ThinkBusy()

void ncIO::ThinkBusy ( float busyTime)

When called, will make the entity think busy for the specified amount of time.

In that time, IsThinking() will return true.

◆ TransitionComplete()

void ncIO::TransitionComplete ( void )
virtual

Called when the entity has successfully completed a level transition.

Reimplemented in func_tracktrain.

◆ UseOutput()

void ncIO::UseOutput ( entity act,
string outname )

Triggers an output field that has been created beforehand.


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