Nuclide
Software Development Kit for id Tech
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This class represents active gamerules. More...
#include <NSGameRules.h>
Public Member Functions | |
void | NSGameRules (void) |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to NSIO::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 | InitPostEnts (void) |
Overridable: Called when all map entities have initialized. More... | |
virtual void | FrameStart (void) |
Overridable: Called every server frame. More... | |
virtual bool | ConsoleCommand (NSClientPlayer, string) |
Overridable: Called when a client issues a console command. More... | |
virtual bool | ClientCommand (NSClient, string) |
Overridable: Called when a client issues a client command. More... | |
virtual bool | ImpulseCommand (NSClient, float) |
Overridable: Called when a client issues an impulse command. More... | |
virtual void | PlayerConnect (NSClientPlayer) |
Overridable: Called when a NSClientPlayer joins the server. More... | |
virtual void | PlayerDisconnect (NSClientPlayer) |
Overridable: Called when a NSClientPlayer leaves the server. More... | |
virtual void | PlayerKill (NSClientPlayer) |
Overridable: Called when a NSClientPlayer issues the kill console command. More... | |
virtual void | PlayerSpawn (NSClientPlayer) |
Overridable: Called when a NSClientPlayer spawns, called sometime after joining. More... | |
virtual void | PlayerPreFrame (NSClientPlayer) |
Overridable: Called before running physics on the NSClientPlayer in question. More... | |
virtual void | PlayerPostFrame (NSClientPlayer) |
Overridable: Called after running physics on the NSClientPlayer in question. More... | |
virtual void | PlayerDeath (NSClientPlayer) |
Overridable: Called when a NSClientPlayer dies in the game. More... | |
virtual void | PlayerPain (NSClientPlayer) |
Overridable: Called when a NSClientPlayer feels pain. More... | |
virtual bool | PlayerCanAttack (NSClientPlayer) |
Overridable: Called to check if a NSClientPlayer can attack. More... | |
virtual bool | PlayerRequestRespawn (NSClientPlayer) |
Overridable: called when a NSClientPlayer requests a respawn. More... | |
virtual void | LevelNewParms (void) |
Overridable: Called to set up new level parms for any NSClientPlayer. More... | |
virtual void | LevelChangeParms (NSClientPlayer) |
Overridable: Called to store parms for a specific NSClientPlayer. More... | |
virtual int | MaxItemPerSlot (int) |
Overridable: Returns how many items players can carry in a given slot. More... | |
virtual bool | MonstersSpawn (void) |
Overridable: Returns if NSMonster or NSTalkMonster entities can spawn. More... | |
nonvirtual void | DamageApply (entity, entity, float, int, damageType_t) |
Overridable: shim to handle application of direct damage. More... | |
nonvirtual bool | DamageCheckTrace (entity, vector) |
Checks if an entity can be attacked from a given position. More... | |
nonvirtual void | DamageRadius (vector, entity, float, float, bool, int) |
Overridable: shim to handle application of indirect radius damage. More... | |
virtual void | IntermissionStart (void) |
Called when intermission starts. More... | |
virtual void | IntermissionCycle (void) |
Called when the intermission system calls a new map. More... | |
virtual void | IntermissionEnd (void) |
Called when intermission ends. More... | |
virtual void | IntermissionToPlayer (NSClientPlayer) |
Run to send a specific player to an intermission. More... | |
virtual bool | InIntermission (void) |
Returns if the gamerules find themselves in an intermission. More... | |
virtual bool | IsTeamplay (void) |
Returns if this gamerule considers itself teamplay oriented. More... | |
virtual bool | IsMultiplayer (void) |
Returns if the gamerule is a multiplayer game. More... | |
virtual void | ChatMessageAll (NSClient, string) |
Called by Nuclide when the server has received a chat message that is to be distributed amongst all clients, regardless of team. More... | |
virtual void | ChatMessageTeam (NSClient, string) |
Called by Nuclide when the server has received a chat message that is to be distributed amongst all clients of the same team. More... | |
virtual string | Title (void) |
Returns the title of the gamemode running. More... | |
This class represents active gamerules.
Called by Nuclide when the server has received a chat message that is to be distributed amongst all clients, regardless of team.
Called by Nuclide when the server has received a chat message that is to be distributed amongst all clients of the same team.
Overridable: Called when a client issues a client command.
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Overridable: Called when a client issues a console command.
void NSGameRules::DamageApply | ( | entity | t, |
entity | c, | ||
float | dmg, | ||
int | w, | ||
damageType_t | type | ||
) |
Overridable: shim to handle application of direct damage.
bool NSGameRules::DamageCheckTrace | ( | entity | t, |
vector | vecHitPos | ||
) |
Checks if an entity can be attacked from a given position.
void NSGameRules::DamageRadius | ( | vector | org, |
entity | attacker, | ||
float | dmg, | ||
float | r, | ||
bool | checkCollision, | ||
int | w | ||
) |
Overridable: shim to handle application of indirect radius damage.
Overridable: Called when a client issues an impulse command.
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Returns if the gamerules find themselves in an intermission.
Overridable: Called when all map entities have initialized.
Called when the intermission system calls a new map.
Called when intermission starts.
Will send all current players to the intermission screen.
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Run to send a specific player to an intermission.
Like when joining late.
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Returns if the gamerule is a multiplayer game.
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Returns if this gamerule considers itself teamplay oriented.
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Overridable: Called to store parms for a specific NSClientPlayer.
Overridable: Called to set up new level parms for any NSClientPlayer.
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Overridable: Returns how many items players can carry in a given slot.
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Overridable: Returns if NSMonster or NSTalkMonster entities can spawn.
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Overridable: Called to check if a NSClientPlayer can attack.
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Overridable: Called when a NSClientPlayer joins the server.
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Overridable: Called when a NSClientPlayer dies in the game.
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Overridable: Called when a NSClientPlayer leaves the server.
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Overridable: Called when a NSClientPlayer issues the kill
console command.
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Overridable: Called when a NSClientPlayer feels pain.
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Overridable: Called after running physics on the NSClientPlayer in question.
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Overridable: Called before running physics on the NSClientPlayer in question.
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Overridable: called when a NSClientPlayer requests a respawn.
In a multiplayer game, it'll put you back into the game as a player. In a singleplayer game, it might load the most recent save.
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Overridable: Called when a NSClientPlayer spawns, called sometime after joining.
Similar to NSIO::SpawnKey
but for save-game fields.
Whatever you write into file handles within your NSIO::Save()
method needs to be read back in here.
Reimplemented from NSIO.
Called when the entity has been successfully restored from a savegame file.
Reimplemented from NSIO.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSIO.