Nuclide
Software Development Kit for id Technology (BETA)
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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.
Public Member Functions | |
void | ncIO (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
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... | |
nonvirtual float | GetDefAct (string) |
Looks up a sequence from an act of a key within this entity's declaration. More... | |
nonvirtual string | GetDefString (string) |
Looks up the string value of a key within this entity's declaration. More... | |
nonvirtual float | GetDefFloat (string) |
Looks up the floating-point value of a key within this entity's declaration. More... | |
nonvirtual bool | GetDefBool (string) |
Looks up the boolean value of a key within this entity's declaration. More... | |
nonvirtual int | GetDefInt (string) |
Looks up the integer value of a key within this entity's declaration. More... | |
nonvirtual vector | GetDefVector (string) |
Looks up the integer value of a key within this entity's declaration. More... | |
nonvirtual float | GetSubDefAct (string, string) |
Like GetDefAct, but queries a specified def, falling back to reading from our own if it's not defined. More... | |
nonvirtual string | GetSubDefString (string, string) |
Like GetDefString, but queries a specified def, falling back to reading from our own if it's not defined. More... | |
nonvirtual float | GetSubDefFloat (string, string) |
Like GetDefFloat, but queries a specified def, falling back to reading from our own if it's not defined. More... | |
nonvirtual bool | GetSubDefBool (string, string) |
Like GetDefBool, but queries a specified def, falling back to reading from our own if it's not defined. More... | |
nonvirtual int | GetSubDefInt (string, string) |
Like GetDefInt, but queries a specified def, falling back to reading from our own if it's not defined. More... | |
nonvirtual vector | GetSubDefVector (string, string) |
Like GetDefVector, but queries a specified def, falling back to reading from our own if it's not defined. More... | |
nonvirtual void | Destroy (void) |
When called, will remove the entity from the game entirely. More... | |
virtual void | OnRemoveEntity (void) |
Handles what happens before the entity gets removed from the client game. More... | |
nonvirtual float | GetNextThinkTime (void) |
Returns an absolute value of when the entity will be think again. More... | |
nonvirtual bool | IsThinking (void) |
Returns whether or not we're currently expecting to think any time soon. More... | |
nonvirtual void | ReleaseThink (void) |
When called, will unset anything related to ongoing think operations. More... | |
nonvirtual void | ThinkBusy (float) |
When called, will make the entity think busy for the specified amount of time. More... | |
nonvirtual void | SetThink (void()) |
Overrides the Think function of the entity. More... | |
nonvirtual void | SetNextThink (float) |
Sets the next think timer of the entity. More... | |
nonvirtual void | ScheduleThink (void(void), float) |
Schedules a think timer. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ncIO::SpawnKey() but for save-game fields. More... | |
virtual void | RestoreComplete (void) |
Called when the entity has been successfully restored from a savegame file. More... | |
virtual void | TransitionComplete (void) |
Called when the entity has successfully completed a level transition. More... | |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
nonvirtual void | UseOutput (entity, string) |
Triggers an output field that has been created beforehand. More... | |
nonvirtual string | PrepareOutput (string, string) |
Prepares an output field. More... | |
nonvirtual string | CreateOutput (string) |
Called at the end of setting up an entity's output field. More... | |
nonvirtual bool | CheckOutput (string) |
Returns whether the Output is ready, or has done firing - not currently scheduled to fire, etc. More... | |
virtual void | ParentUpdate (void) |
Called when we need to re-align the entity to our parent entity. More... | |
nonvirtual void | SaveFloat (float, string, float) |
Saves a floating point key/value pair to a filehandle. More... | |
nonvirtual void | SaveInt (float, string, int) |
Saves a integer key/value pair to a filehandle. More... | |
nonvirtual void | SaveString (float, string, string) |
Saves a string key/value pair to a filehandle. More... | |
nonvirtual void | SaveVector (float, string, vector) |
Saves a vector key/value pair to a filehandle. More... | |
nonvirtual void | SaveBool (float, string, bool) |
Saves a boolean key/value pair to a filehandle. More... | |
nonvirtual void | SaveEntity (float, string, entity) |
Saves an entity id key/value pair to a filehandle. More... | |
nonvirtual float | GetSpawnFloat (string) |
Returns the floating-point value of a named key in the entity's spawn data. More... | |
nonvirtual int | GetSpawnInt (string) |
Returns the integer value of a named key in the entity's spawn data. More... | |
nonvirtual string | GetSpawnString (string) |
Returns the string value of a named key in the entity's spawn data. More... | |
nonvirtual vector | GetSpawnVector (string) |
Returns the vector value of a named key in the entity's spawn data. More... | |
nonvirtual bool | GetSpawnBool (string) |
Returns the boolean value of a named key in the entity's spawn data. More... | |
nonvirtual entity | GetSpawnEntity (string, entity) |
Returns an entity of a named key in the entity's spawn data. More... | |
nonvirtual float | ReadFloat (string) |
Returns a floating point value from a string value. More... | |
nonvirtual int | ReadInt (string) |
Returns an integer value from a string. More... | |
nonvirtual string | ReadString (string) |
Returns a string value from a string (with error checking). More... | |
nonvirtual vector | ReadVector (string) |
Returns a vector from a string. More... | |
nonvirtual bool | ReadBool (string) |
Returns a boolean value from a string. More... | |
nonvirtual entity | ReadEntity (string) |
Reads an entity id from a string and returns the entity. More... | |
nonvirtual float | GetTime (void) |
Get the level time the entity finds itself in. More... | |
nonvirtual void | DebugFloat (string, float) |
Debug print for a given float. More... | |
nonvirtual void | DebugInt (string, int) |
Debug print for a given integer. More... | |
nonvirtual void | DebugString (string, string) |
Debug print for a given string. More... | |
nonvirtual void | DebugVector (string, vector) |
Debug print for a given vector. More... | |
nonvirtual void | DebugBool (string, bool) |
Debug print for a given boolean. More... | |
nonvirtual void | DebugEntity (string, entity) |
Debug print for a given entity. More... | |
nonvirtual void | SetEditorIcon (string) |
Sets the editor icon. More... | |
void ncIO::ncIO | ( | void | ) |
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.
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.
void ncIO::DebugBool | ( | string | key, |
bool | value | ||
) |
Debug print for a given boolean.
void ncIO::DebugEntity | ( | string | key, |
entity | targ | ||
) |
Debug print for a given entity.
void ncIO::DebugFloat | ( | string | key, |
float | value | ||
) |
Debug print for a given float.
void ncIO::DebugInt | ( | string | key, |
int | value | ||
) |
Debug print for a given integer.
void ncIO::DebugString | ( | string | key, |
string | value | ||
) |
Debug print for a given string.
void ncIO::DebugVector | ( | string | key, |
vector | value | ||
) |
Debug print for a given vector.
void ncIO::Destroy | ( | void | ) |
When called, will remove the entity from the game entirely.
float ncIO::GetDefAct | ( | string | activityName | ) |
Looks up a sequence from an act of a key within this entity's declaration.
bool ncIO::GetDefBool | ( | string | keyName | ) |
Looks up the boolean value of a key within this entity's declaration.
float ncIO::GetDefFloat | ( | string | keyName | ) |
Looks up the floating-point value of a key within this entity's declaration.
int ncIO::GetDefInt | ( | string | keyName | ) |
Looks up the integer value of a key within this entity's declaration.
string ncIO::GetDefString | ( | string | keyName | ) |
Looks up the string value of a key within this entity's declaration.
vector ncIO::GetDefVector | ( | string | keyName | ) |
Looks up the integer value of a key within this entity's declaration.
float ncIO::GetNextThinkTime | ( | void | ) |
Returns an absolute value of when the entity will be think again.
Any result should be tested against GetTime()
.
bool ncIO::GetSpawnBool | ( | string | keyName | ) |
Returns the boolean value of a named key in the entity's spawn data.
entity ncIO::GetSpawnEntity | ( | string | keyName, |
entity | startEntity | ||
) |
Returns an entity of a named key in the entity's spawn data.
keyName | Name of the key in the spawn data. |
startEntity | Start search at this entity. Can be world or __NULL__ . |
float ncIO::GetSpawnFloat | ( | string | keyName | ) |
Returns the floating-point value of a named key in the entity's spawn data.
int ncIO::GetSpawnInt | ( | string | keyName | ) |
Returns the integer value of a named key in the entity's spawn data.
string ncIO::GetSpawnString | ( | string | keyName | ) |
Returns the string value of a named key in the entity's spawn data.
vector ncIO::GetSpawnVector | ( | string | keyName | ) |
Returns the vector value of a named key in the entity's spawn data.
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.
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.
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.
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.
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.
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.
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.
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Called when we are being prompted by another object/function with an input message.
Reimplemented in env_explosion, env_fade, env_physexplosion, env_shake, env_shooter, env_spark, func_areaportal, func_door, func_door_rotating, func_guntarget, func_plat, func_tracktrain, func_wall_toggle, game_team_master, game_text, light, logic_case, logic_relay, logic_timer, path_track, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint, point_camera, point_servercommand, point_trigger, prop_portal, scripted_sentence, trigger_changelevel, trigger_hurt, trigger_multiple, trigger_once, ambient_generic, env_beam, env_bubbles, env_cascade_light, env_fog_controller, env_funnel, env_instructor_hint, env_muzzleflash, env_projectedtexture, env_smoker, env_sprite, func_conveyor, func_monitor, info_particle_system, info_waypoint, light_dynamic, logic_achievement, point_spotlight, trigger_camera, ncGameRules, ncPlayer, ncEntity, ncItem, ncMonster, ncActor, ncPhysicsConstraint, ncRenderableEntity, ncSoundScape, ncSurfacePropEntity, and ncTrigger.
bool ncIO::IsThinking | ( | void | ) |
Returns whether or not we're currently expecting to think any time soon.
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Handles what happens before the entity gets removed from the client game.
Reimplemented in cycler_wreckage, env_shake, func_pushable, ambient_generic, env_cascade_light, func_vehicle, light_dynamic, prop_vehicle_driveable, ncClient, ncPlayer, ncPhysicsConstraint, ncRagdoll, ncSound, and ncTimer.
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Called when we need to re-align the entity to our parent entity.
Reimplemented in ncEntity, and ncSurfacePropEntity.
string ncIO::PrepareOutput | ( | string | strOut, |
string | strValue | ||
) |
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 single UseOutput
call.
bool ncIO::ReadBool | ( | string | inputString | ) |
Returns a boolean value from a string.
entity ncIO::ReadEntity | ( | string | inputString | ) |
Reads an entity id from a string and returns the entity.
float ncIO::ReadFloat | ( | string | inputString | ) |
Returns a floating point value from a string value.
int ncIO::ReadInt | ( | string | inputString | ) |
Returns an integer value from a string.
string ncIO::ReadString | ( | string | inputString | ) |
Returns a string value from a string (with error checking).
vector ncIO::ReadVector | ( | string | inputString | ) |
Returns a vector from a string.
void ncIO::ReleaseThink | ( | void | ) |
When called, will unset anything related to ongoing think operations.
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented in env_particle, env_soundscape, light_environment, prop_static, button_target, cycler, env_explosion, env_message, env_model, env_shooter, env_spark, func_breakable, func_brush, func_button, func_door, func_door_rotating, func_guntarget, func_healthcharger, 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_tracktrain, func_train, func_traincontrols, func_wall_toggle, game_counter, game_counter_set, game_zone_player, info_node, info_node_air, infodecal, item_eyescanner, item_food, item_generic, item_healthcharger, item_recharge, light, logic_auto, logic_case, logic_relay, logic_timer, momentary_door, momentary_rot_button, monster_furniture, monster_generic, monstermaker, multi_manager, multisource, path_corner, path_track, phys_ballsocket, phys_constraint, phys_constraintsystem, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint, point_camera, point_trigger, prop_door_rotating, prop_dynamic, prop_physics, prop_portal, prop_static, random_speaker, random_trigger, reserved_spot, scripted_sequence, targ_speaker, target_cdaudio, target_speaker, trigger_auto, trigger_autosave, trigger_cdaudio, trigger_changelevel, trigger_counter, trigger_endsection, trigger_hurt, trigger_look, trigger_monsterjump, trigger_once, trigger_playerfreeze, trigger_relay, trigger_teleport, trigger_transition, ambient_generic, env_beam, env_bubbles, env_cascade_light, env_fire, env_fog, env_fog_controller, env_funnel, env_glow, env_instructor_hint, env_laser, env_projectedtexture, env_smoker, env_sprite, func_conveyor, func_friction, func_illusionary, func_ladder, func_lod, func_monitor, func_tankmortar, func_useableladder, func_vehicle, func_wall, info_particle_system, light_dynamic, logic_achievement, phys_rope, point_spotlight, prop_rope, prop_vehicle_driveable, speaker, trigger_camera, trigger_gravity, trigger_push, ncOutput, ncBrushTrigger, ncCharger, ncPlayer, ncEntity, ncItem, ncMonster, ncPhysicsEntity, ncPointTrigger, ncRenderableEntity, ncSound, ncSpawnPoint, ncSurfacePropEntity, ncTalkMonster, and ncTrigger.
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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 env_beverage, env_explosion, env_fade, env_global, env_hudhint, env_message, env_physexplosion, env_shake, env_shooter, env_spark, func_areaportal, func_breakable, func_brush, func_button, func_door, func_door_rotating, func_guntarget, func_healthcharger, func_mortar_field, func_pendulum, func_plat, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_tank, func_trackchange, func_tracktrain, func_train, 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, infodecal, item_food, item_generic, item_healthcharger, item_recharge, light, logic_auto, logic_case, logic_timer, momentary_rot_button, ncMomentary, monstermaker, multi_manager, path_corner, path_track, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint, player_loadsaved, point_camera, point_trigger, prop_door_rotating, random_speaker, random_trigger, scripted_sentence, scripted_sequence, targ_speaker, target_cdaudio, trigger_auto, trigger_autosave, trigger_cdaudio, trigger_changelevel, trigger_changetarget, trigger_counter, trigger_hurt, trigger_look, trigger_monsterjump, trigger_multiple, trigger_once, trigger_relay, trigger_teleport, ambient_generic, env_bubbles, env_cascade_light, env_fog, env_fog_controller, env_funnel, env_instructor_hint, env_muzzleflash, env_smoker, func_conveyor, func_vehicle, info_waypoint, logic_achievement, phys_rope, prop_rope, speaker, trigger_camera, trigger_gravity, trigger_push, NSWorldspawn, ncGameRules, ncAttack, ncCharger, ncClient, ncPlayer, ncSpectator, ncEntity, ncItem, ncMonster, ncMoverEntity, ncActor, ncPhysicsConstraint, ncPhysicsEntity, ncPointTrigger, ncProjectile, ncRenderableEntity, ncSoundScape, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, ncTimer, ncTrigger, ncVehicle, and ncWeapon.
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Called when the entity has been successfully restored from a savegame file.
Reimplemented in light, logic_auto, trigger_auto, trigger_changelevel, ncGameRules, and ncActor.
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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 env_beverage, env_explosion, env_fade, env_global, env_hudhint, env_message, env_physexplosion, env_shake, env_shooter, env_spark, func_areaportal, func_breakable, func_brush, func_button, func_door, func_door_rotating, func_guntarget, func_healthcharger, func_mortar_field, func_pendulum, func_plat, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_tank, func_trackchange, func_tracktrain, func_train, 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, infodecal, item_food, item_generic, item_healthcharger, item_recharge, light, logic_auto, logic_case, logic_timer, momentary_rot_button, ncMomentary, monstermaker, multi_manager, path_corner, path_track, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint, player_loadsaved, point_camera, point_trigger, prop_door_rotating, random_speaker, random_trigger, scripted_sentence, scripted_sequence, targ_speaker, target_cdaudio, trigger_auto, trigger_autosave, trigger_cdaudio, trigger_changelevel, trigger_changetarget, trigger_counter, trigger_hurt, trigger_look, trigger_monsterjump, trigger_multiple, trigger_once, trigger_relay, trigger_teleport, ambient_generic, env_bubbles, env_cascade_light, env_fog, env_fog_controller, env_funnel, env_instructor_hint, env_muzzleflash, env_smoker, func_conveyor, func_vehicle, info_waypoint, logic_achievement, phys_rope, prop_rope, speaker, trigger_camera, trigger_gravity, trigger_push, NSWorldspawn, ncGameRules, ncAttack, ncCharger, ncClient, ncPlayer, ncSpectator, ncEntity, ncItem, ncMonster, ncMoverEntity, ncActor, ncPhysicsConstraint, ncPhysicsEntity, ncPointTrigger, ncProjectile, ncRenderableEntity, ncSoundScape, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, ncTimer, ncTrigger, ncVehicle, and ncWeapon.
void ncIO::SaveBool | ( | float | handle, |
string | key, | ||
bool | value | ||
) |
Saves a boolean key/value pair to a filehandle.
void ncIO::SaveEntity | ( | float | handle, |
string | key, | ||
entity | targ | ||
) |
Saves an entity id key/value pair to a filehandle.
void ncIO::SaveFloat | ( | float | handle, |
string | key, | ||
float | value | ||
) |
Saves a floating point key/value pair to a filehandle.
void ncIO::SaveInt | ( | float | handle, |
string | key, | ||
int | value | ||
) |
Saves a integer key/value pair to a filehandle.
void ncIO::SaveString | ( | float | handle, |
string | key, | ||
string | value | ||
) |
Saves a string key/value pair to a filehandle.
void ncIO::SaveVector | ( | float | handle, |
string | key, | ||
vector | value | ||
) |
Saves a vector key/value pair to a filehandle.
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.
void ncIO::SetEditorIcon | ( | string | newIcon | ) |
Sets the editor icon.
Must be 16x16 px and located in gfx/icon16/
.
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.
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.
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Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned();
inside your method when overriding.
Reimplemented in ncInteractiveSurface, env_sun, func_dustcloud, func_dustmotes, func_smokevolume, infodecal, prop_static, cycler_wreckage, env_beverage, env_explosion, env_global, env_shooter, env_spark, func_areaportal, func_breakable, func_button, func_door, func_door_rotating, func_guntarget, func_healthcharger, func_plat, func_pushable, func_recharge, func_tank, func_trackchange, func_tracktrain, func_train, info_hint, infodecal, item_healthcharger, item_recharge, light, light_environment, logic_auto, logic_case, logic_timer, multi_manager, path_corner, phys_convert, point_trigger, scripted_sentence, trigger_autosave, trigger_changelevel, trigger_hurt, trigger_look, trigger_multiple, trigger_once, trigger_teleport, ambient_generic, env_bubbles, env_fog, env_sprite, func_lod, func_tankmortar, func_vehicle, logic_achievement, prop_vehicle_driveable, speaker, NSWorldspawn, ncAttack, ncCharger, ncPlayer, ncEntity, ncItem, ncMonster, ncActor, ncPhysicsConstraint, ncPhysicsEntity, ncProjectile, ncSound, ncSquadMonster, ncSurfacePropEntity, and ncWeapon.
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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 ncInteractiveSurface, env_cubemap, env_particle, env_soundscape, env_sun, func_dustcloud, func_dustmotes, func_smokevolume, infodecal, light_environment, point_message, prop_static, sky_camera, env_beverage, env_explosion, env_fade, env_global, env_hudhint, env_message, env_model, env_physexplosion, env_shake, env_shooter, env_sound, env_spark, func_areaportal, func_breakable, func_brush, func_button, func_door, func_door_rotating, func_guntarget, func_healthcharger, func_mortar_field, func_pendulum, func_physbox, func_plat, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_tank, func_trackchange, func_tracktrain, func_train, game_counter, game_counter_set, game_player_equip, game_player_hurt, game_score, game_team_master, game_text, game_zone_player, info_hint, infodecal, item_eyescanner, item_generic, item_healthcharger, item_recharge, light, light_environment, logic_auto, logic_case, logic_relay, logic_timer, momentary_door, momentary_rot_button, monster_furniture, monstermaker, multi_manager, path_corner, path_track, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint, player_loadsaved, point_camera, point_trigger, prop_door_rotating, prop_dynamic, prop_physics, prop_portal, random_speaker, random_trigger, scripted_sentence, scripted_sequence, targ_speaker, target_cdaudio, target_speaker, trigger_auto, trigger_cdaudio, trigger_changelevel, trigger_changetarget, trigger_counter, trigger_hurt, trigger_look, trigger_monsterjump, trigger_multiple, trigger_once, trigger_relay, trigger_teleport, ambient_generic, env_beam, env_bubbles, env_cascade_light, env_fire, env_fog, env_fog_controller, env_funnel, env_glow, env_instructor_hint, env_laser, env_muzzleflash, env_projectedtexture, env_shockwave, env_smoker, env_sprite, func_conveyor, func_friction, func_lod, func_monitor, func_tankmortar, func_useableladder, func_vehicle, info_particle_system, info_waypoint, light_dynamic, logic_achievement, phys_rope, point_spotlight, prop_rope, speaker, trigger_camera, trigger_gravity, trigger_push, NSWorldspawn, ncAttack, ncCharger, ncEntity, ncItem, ncMonster, ncMoverEntity, ncActor, ncPhysicsConstraint, ncPhysicsEntity, ncPointTrigger, ncProjectile, ncRenderableEntity, ncSoundScape, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, ncTrigger, and ncWeapon.
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.
|
virtual |
Called when the entity has successfully completed a level transition.
Reimplemented in func_tracktrain.
void ncIO::UseOutput | ( | entity | act, |
string | outname | ||
) |
Triggers an output field that has been created beforehand.