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

About this class

This entity represents any ncEntity with advanced rendering properties.

This includes GoldSource and Source Engine style rendering effects.

This is the bare minimum for most characters as it allows for body and bone control settings.

Inheritance diagram for ncRenderableEntity:
ncEntity cycler_sprite cycler_wreckage env_beam env_beverage env_fade env_funnel env_glow env_laser env_model env_render env_shooter env_smoker env_sprite func_brush func_conveyor func_healthcharger func_illusionary func_ladder func_lod func_monitor func_pendulum func_recharge func_rotating func_train func_useableladder func_wall func_wall_toggle item_ammo_crate item_eyescanner item_food item_generic item_healthcharger item_recharge ncCaptureItem ncCapturePoint ncCharger ncDebris ncMomentary ncSurfacePropEntity player_loadsaved prop_door_rotating script_model script_vehicle trigger_capture_point

Public Member Functions

void ncRenderableEntity (void)
 
virtual void OnRemoveEntity (void)
 Handles what happens before the entity gets removed from the client game.
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load.
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message.
 
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 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 EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network.
 
virtual float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity.
 
nonvirtual void Event_SpawnDefBone (string, string)
 
nonvirtual void Event_SpawnDefAttachment (string, float)
 
virtual void RenderDebugSkeleton (void)
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity.
 
virtual float predraw (void)
 
virtual void postdraw (void)
 Client: Run after the rendering of 3D world is complete.
 
virtual void ReloadVideoResources ()
 Client: Called when video resources need to be allocated or reloaded for the entity.
 
virtual void MakeStatic (void)
 Tells the engine to make the entity static, effectively making it inaccessible.
 
virtual void HandleAnimEvent (float, int, string)
 Callback for any model event that gets triggered while playing a framegroup.
 
nonvirtual void SetBody (int)
 Sets the bodygroup of the entity.
 
nonvirtual void SetBodyInGroup (int, int)
 Sets the body inside of a specific group.
 
nonvirtual void SetRenderFX (float)
 Sets the render FX type of the entity.
 
nonvirtual void SetRenderMode (float)
 Sets the render mode type of the entity.
 
nonvirtual void SetRenderAmt (float)
 Sets the render amount of the entity.
 
nonvirtual void SetRenderColor (vector)
 Sets the render color of the entity.
 
nonvirtual void SetBoneController1 (float)
 Sets the value of the bone controller #1.
 
nonvirtual void SetBoneController2 (float)
 Sets the value of the bone controller #2.
 
nonvirtual void SetBoneController3 (float)
 Sets the value of the bone controller #3.
 
nonvirtual void SetBoneController4 (float)
 Sets the value of the bone controller #4.
 
nonvirtual void SetBoneController5 (float)
 Sets the value of the bone controller #5.
 
nonvirtual void SetAxialScale (vector)
 Sets the axial, anisotropic scale of an entity, affecting the individual axis (forward, right, up).
 
nonvirtual int GetBody (void)
 Returns the bodygroup of the entity.
 
nonvirtual int GetBodyInGroup (int)
 Returns the body within a given group.
 
nonvirtual float GetRenderMode (void)
 Returns the render mode of the entity.
 
nonvirtual float GetRenderFX (void)
 Returns the render FX of the entity.
 
nonvirtual float GetRenderAmt (void)
 Returns the render amount of the entity.
 
nonvirtual vector GetRenderColor (void)
 Returns the render color of the entity.
 
nonvirtual float GetBoneController1 (void)
 Returns the value of the entity's bone controller #1.
 
nonvirtual float GetBoneController2 (void)
 Returns the value of the entity's bone controller #2.
 
nonvirtual float GetBoneController3 (void)
 Returns the value of the entity's bone controller #3.
 
nonvirtual float GetBoneController4 (void)
 Returns the value of the entity's bone controller #4.
 
nonvirtual float GetBoneController5 (void)
 Returns the value of the entity's bone controller #5.
 
nonvirtual vector GetAxialScale (void)
 Returns the axial/anisotropic scale of the entity, same as input format (forward, right, up)
 
nonvirtual void RenderFXPass (void)
 Called by predraw(); and will set the appropriate rendering specific fields.
 
nonvirtual void RenderAxialScale (void)
 
nonvirtual void RenderGLQuakeShadow (void)
 

Constructor & Destructor Documentation

◆ ncRenderableEntity()

void ncRenderableEntity::ncRenderableEntity ( void )

Member Function Documentation

◆ EvaluateEntity()

void ncRenderableEntity::EvaluateEntity ( void )
virtual

◆ Event_SpawnDefAttachment()

void ncRenderableEntity::Event_SpawnDefAttachment ( string classDef,
float attachmentID )

◆ Event_SpawnDefBone()

void ncRenderableEntity::Event_SpawnDefBone ( string classDef,
string boneName )

◆ GetAxialScale()

vector ncRenderableEntity::GetAxialScale ( void )

Returns the axial/anisotropic scale of the entity, same as input format (forward, right, up)

◆ GetBody()

int ncRenderableEntity::GetBody ( void )

Returns the bodygroup of the entity.

◆ GetBodyInGroup()

int ncRenderableEntity::GetBodyInGroup ( int bodyGroup)

Returns the body within a given group.

◆ GetBoneController1()

float ncRenderableEntity::GetBoneController1 ( void )

Returns the value of the entity's bone controller #1.

◆ GetBoneController2()

float ncRenderableEntity::GetBoneController2 ( void )

Returns the value of the entity's bone controller #2.

◆ GetBoneController3()

float ncRenderableEntity::GetBoneController3 ( void )

Returns the value of the entity's bone controller #3.

◆ GetBoneController4()

float ncRenderableEntity::GetBoneController4 ( void )

Returns the value of the entity's bone controller #4.

◆ GetBoneController5()

float ncRenderableEntity::GetBoneController5 ( void )

Returns the value of the entity's bone controller #5.

◆ GetRenderAmt()

float ncRenderableEntity::GetRenderAmt ( void )

Returns the render amount of the entity.

◆ GetRenderColor()

vector ncRenderableEntity::GetRenderColor ( void )

Returns the render color of the entity.

◆ GetRenderFX()

float ncRenderableEntity::GetRenderFX ( void )

Returns the render FX of the entity.

◆ GetRenderMode()

float ncRenderableEntity::GetRenderMode ( void )

Returns the render mode of the entity.

◆ HandleAnimEvent()

void ncRenderableEntity::HandleAnimEvent ( float flTimeStamp,
int iCode,
string strData )
virtual

Callback for any model event that gets triggered while playing a framegroup.

Reimplemented in ncTalkMonster.

◆ Input()

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

◆ MakeStatic()

void ncRenderableEntity::MakeStatic ( void )
virtual

Tells the engine to make the entity static, effectively making it inaccessible.

It will be removed from the game-logic but remain visible and it will retain its collision and maintain the appearance it had before getting removed.

Reimplemented from ncEntity.

◆ OnRemoveEntity()

void ncRenderableEntity::OnRemoveEntity ( void )
virtual

Handles what happens before the entity gets removed from the client game.

Reimplemented from ncTrigger.

Reimplemented in ambient_generic, cycler_wreckage, func_pushable, func_vehicle, ncActor, ncBreakableBrush, ncClient, ncItem, ncPlayer, ncRagdoll, ncSpectator, and prop_vehicle_driveable.

◆ postdraw()

virtual void ncRenderableEntity::postdraw ( void )
virtual

Client: Run after the rendering of 3D world is complete.

2D calls can happen here.

Reimplemented from ncEntity.

Reimplemented in env_glow, ncPhysicsEntity, ncPlayer, and ncProjectile.

◆ predraw()

virtual float ncRenderableEntity::predraw ( void )
virtual

◆ ReceiveEntity()

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

◆ ReloadVideoResources()

void ncRenderableEntity::ReloadVideoResources ( void )
virtual

Client: Called when video resources need to be allocated or reloaded for the entity.

Reimplemented from ncEntity.

Reimplemented in env_beam, env_funnel, env_glow, and env_laser.

◆ RenderAxialScale()

nonvirtual void ncRenderableEntity::RenderAxialScale ( void )

◆ RenderDebugSkeleton()

virtual void ncRenderableEntity::RenderDebugSkeleton ( void )
virtual

◆ RenderFXPass()

nonvirtual void ncRenderableEntity::RenderFXPass ( void )

Called by predraw(); and will set the appropriate rendering specific fields.

◆ RenderGLQuakeShadow()

nonvirtual void ncRenderableEntity::RenderGLQuakeShadow ( void )

◆ Respawn()

◆ Restore()

◆ Save()

◆ SendEntity()

float ncRenderableEntity::SendEntity ( entity ,
float  )
virtual

◆ SetAxialScale()

void ncRenderableEntity::SetAxialScale ( vector scaleVec)

Sets the axial, anisotropic scale of an entity, affecting the individual axis (forward, right, up).

◆ SetBody()

void ncRenderableEntity::SetBody ( int newBody)

Sets the bodygroup of the entity.

◆ SetBodyInGroup()

void ncRenderableEntity::SetBodyInGroup ( int groupID,
int bodyValue )

Sets the body inside of a specific group.

◆ SetBoneController1()

void ncRenderableEntity::SetBoneController1 ( float val)

Sets the value of the bone controller #1.

◆ SetBoneController2()

void ncRenderableEntity::SetBoneController2 ( float val)

Sets the value of the bone controller #2.

◆ SetBoneController3()

void ncRenderableEntity::SetBoneController3 ( float val)

Sets the value of the bone controller #3.

◆ SetBoneController4()

void ncRenderableEntity::SetBoneController4 ( float val)

Sets the value of the bone controller #4.

◆ SetBoneController5()

void ncRenderableEntity::SetBoneController5 ( float val)

Sets the value of the bone controller #5.

◆ SetRenderAmt()

void ncRenderableEntity::SetRenderAmt ( float newAmt)

Sets the render amount of the entity.

This depdends on the context.

◆ SetRenderColor()

void ncRenderableEntity::SetRenderColor ( vector newColor)

Sets the render color of the entity.

◆ SetRenderFX()

void ncRenderableEntity::SetRenderFX ( float newFX)

Sets the render FX type of the entity.

Check renderfx_t for details.

◆ SetRenderMode()

void ncRenderableEntity::SetRenderMode ( float newMode)

Sets the render mode type of the entity.

Check rendermode_t for details.

◆ SpawnKey()


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