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

About this class

Shared-Entity: Light Texture Projector.

QUAKED env_projectedtexture (1 .5 0) (-8 -8 -8) (8 8 8) PRTEXSF_STARTON

OVERVIEW

Textured light projected. This is the type of lighting that's used for flashlights, lamp spotlights and so on.

KEYS

  • "targetname" : Name
  • "target" : Name of an entity in the map that light will point at.
  • "lightcolor" : Color of the projected texture light + intensity (unused?)
  • "style" : Light appearance style of the projected texture.
  • "texturename" : Name of the texture to be cast as a light.
  • "farz" : Distance to which this projected light will be cast.
  • "nearz" : Clipping distance for near objects that won't get lit.
  • "pattern" : Sets a custom pattern. The "style" key overrides this.

INPUTS

  • "TurnOff" : Turns the entity off.
  • "TurnOn" : Turns the entity on.
  • "Toggle" : Toggles the entity to an on/off state.
  • "SpotlightTexture" : Sets the projected texture to a specified path.
  • "LightColor" : Sets the color of the light in RGB255 form.
  • "SetLightStyle" : Sets the light appearance integer.
  • "SetNearZ" : Sets clipping distance for near objects that won't get lit.
  • "SetFarZ" : Sets distance to which this projected light will be cast.
  • "SetPattern" : Sets the style pattern of the light to a custom one.

SPAWNFLAGS

  • PRTEXSF_STARTON (1) : Start enabled.

TRIVIA

This entity was introduced in Half-Life 2: Episode One (2006).

Inheritance diagram for env_projectedtexture:
ncPointTrigger

Public Member Functions

void env_projectedtexture (void)
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual float predraw (void)
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. 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 float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. 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 void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 

Constructor & Destructor Documentation

◆ env_projectedtexture()

void env_projectedtexture::env_projectedtexture ( void  )

Member Function Documentation

◆ EvaluateEntity()

void env_projectedtexture::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from ncEntity.

◆ Input()

void env_projectedtexture::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from ncEntity.

◆ predraw()

float env_projectedtexture::predraw ( void  )
virtual

Reimplemented from ncEntity.

◆ ReceiveEntity()

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

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

Reimplemented from ncEntity.

◆ Respawn()

void env_projectedtexture::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 ncPointTrigger.

◆ SendEntity()

float env_projectedtexture::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from ncEntity.

◆ SpawnKey()

void env_projectedtexture::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 ncPointTrigger.

◆ Trigger()

void env_projectedtexture::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from ncTrigger.


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