Nuclide
Software Development Kit for id Technology (BETA)
|
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.
Public Member Functions | |
void | ncRenderableEntity (void) |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. 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 | 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 | EvaluateEntity (void) |
Run each tic after physics are run to determine if we need to send updates over the network. More... | |
virtual float | SendEntity (entity, float) |
Called by the engine whenever we need to send a client an update about this entity. More... | |
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. More... | |
virtual float | predraw (void) |
virtual void | postdraw (void) |
Client: Run after the rendering of 3D world is complete. More... | |
virtual void | RendererRestarted () |
Client: Called when video resources need to be allocated or reloaded for the entity. More... | |
virtual void | MakeStatic (void) |
Tells the engine to make the entity static, effectively making it inaccessible. More... | |
virtual void | HandleAnimEvent (float, int, string) |
Callback for any model event that gets triggered while playing a framegroup. More... | |
nonvirtual void | SetBody (int) |
Sets the bodygroup of the entity. More... | |
nonvirtual void | SetBodyInGroup (int, int) |
Sets the body inside of a specific group. More... | |
nonvirtual void | SetRenderFX (float) |
Sets the render FX type of the entity. More... | |
nonvirtual void | SetRenderMode (float) |
Sets the render mode type of the entity. More... | |
nonvirtual void | SetRenderAmt (float) |
Sets the render amount of the entity. More... | |
nonvirtual void | SetRenderColor (vector) |
Sets the render color of the entity. More... | |
nonvirtual void | SetBoneControl1 (float) |
Sets the value of the bone controller #1. More... | |
nonvirtual void | SetBoneControl2 (float) |
Sets the value of the bone controller #2. More... | |
nonvirtual void | SetBoneControl3 (float) |
Sets the value of the bone controller #3. More... | |
nonvirtual void | SetBoneControl4 (float) |
Sets the value of the bone controller #4. More... | |
nonvirtual void | SetBoneControl5 (float) |
Sets the value of the bone controller #5. More... | |
nonvirtual void | SetAxialScale (vector) |
Sets the axial, anisotropic scale of an entity, affecting the individual axis (forward, right, up). More... | |
nonvirtual int | GetBody (void) |
Returns the bodygroup of the entity. More... | |
nonvirtual int | GetBodyInGroup (int) |
Returns the body within a given group. More... | |
nonvirtual float | GetRenderMode (void) |
Returns the render mode of the entity. More... | |
nonvirtual float | GetRenderFX (void) |
Returns the render FX of the entity. More... | |
nonvirtual float | GetRenderAmt (void) |
Returns the render amount of the entity. More... | |
nonvirtual vector | GetRenderColor (void) |
Returns the render color of the entity. More... | |
nonvirtual float | GetBoneControl1 (void) |
Returns the value of the entity's bone controller #1. More... | |
nonvirtual float | GetBoneControl2 (void) |
Returns the value of the entity's bone controller #2. More... | |
nonvirtual float | GetBoneControl3 (void) |
Returns the value of the entity's bone controller #3. More... | |
nonvirtual float | GetBoneControl4 (void) |
Returns the value of the entity's bone controller #4. More... | |
nonvirtual float | GetBoneControl5 (void) |
Returns the value of the entity's bone controller #5. More... | |
nonvirtual vector | GetAxialScale (void) |
Returns the axial/anisotropic scale of the entity, same as input format (forward, right, up) More... | |
nonvirtual void | RenderFXPass (void) |
Called by predraw(); and will set the appropriate rendering specific fields. More... | |
nonvirtual void | RenderAxialScale (void) |
nonvirtual void | RenderGLQuakeShadow (void) |
void ncRenderableEntity::ncRenderableEntity | ( | void | ) |
|
virtual |
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncEntity.
Reimplemented in func_tracktrain, ambient_generic, env_beam, env_funnel, env_glow, env_laser, env_smoker, env_sprite, func_conveyor, func_monitor, func_tankmortar, func_vehicle, prop_vehicle_driveable, speaker, ncPlayer, ncSpectator, ncItem, ncMonster, ncPhysicsEntity, ncProjectile, ncRagdoll, ncSurfacePropEntity, ncVehicle, and ncWeapon.
void ncRenderableEntity::Event_SpawnDefAttachment | ( | string | classDef, |
float | attachmentID | ||
) |
void ncRenderableEntity::Event_SpawnDefBone | ( | string | classDef, |
string | boneName | ||
) |
vector ncRenderableEntity::GetAxialScale | ( | void | ) |
Returns the axial/anisotropic scale of the entity, same as input format (forward, right, up)
int ncRenderableEntity::GetBody | ( | void | ) |
Returns the bodygroup of the entity.
int ncRenderableEntity::GetBodyInGroup | ( | int | bodyGroup | ) |
Returns the body within a given group.
float ncRenderableEntity::GetBoneControl1 | ( | void | ) |
Returns the value of the entity's bone controller #1.
float ncRenderableEntity::GetBoneControl2 | ( | void | ) |
Returns the value of the entity's bone controller #2.
float ncRenderableEntity::GetBoneControl3 | ( | void | ) |
Returns the value of the entity's bone controller #3.
float ncRenderableEntity::GetBoneControl4 | ( | void | ) |
Returns the value of the entity's bone controller #4.
float ncRenderableEntity::GetBoneControl5 | ( | void | ) |
Returns the value of the entity's bone controller #5.
float ncRenderableEntity::GetRenderAmt | ( | void | ) |
Returns the render amount of the entity.
vector ncRenderableEntity::GetRenderColor | ( | void | ) |
Returns the render color of the entity.
float ncRenderableEntity::GetRenderFX | ( | void | ) |
Returns the render FX of the entity.
float ncRenderableEntity::GetRenderMode | ( | void | ) |
Returns the render mode of the entity.
|
virtual |
Callback for any model event that gets triggered while playing a framegroup.
Reimplemented in ncTalkMonster.
|
virtual |
Called when we are being prompted by another object/function with an input message.
Reimplemented from ncEntity.
Reimplemented in env_fade, env_shooter, func_door, func_door_rotating, func_guntarget, func_plat, func_tracktrain, func_wall_toggle, ambient_generic, env_beam, env_funnel, env_smoker, env_sprite, func_conveyor, func_monitor, ncPlayer, ncItem, ncMonster, ncActor, and ncSurfacePropEntity.
|
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.
|
virtual |
Client: Run after the rendering of 3D world is complete.
2D calls can happen here.
Reimplemented from ncEntity.
Reimplemented in env_glow, ncPlayer, ncPhysicsEntity, and ncProjectile.
|
virtual |
Reimplemented from ncEntity.
Reimplemented in ambient_generic, env_beam, env_funnel, env_glow, env_laser, env_smoker, env_sprite, func_lod, ncClient, ncPlayer, ncSpectator, ncMonster, ncProjectile, ncRagdoll, ncSurfacePropEntity, and ncTalkMonster.
|
virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from ncEntity.
Reimplemented in func_tracktrain, ambient_generic, env_beam, env_funnel, env_glow, env_laser, env_smoker, env_sprite, func_conveyor, func_monitor, func_tankmortar, func_vehicle, prop_vehicle_driveable, speaker, ncPlayer, ncSpectator, ncItem, ncMonster, ncPhysicsEntity, ncProjectile, ncRagdoll, ncSurfacePropEntity, ncTalkMonster, ncVehicle, and ncWeapon.
nonvirtual void ncRenderableEntity::RenderAxialScale | ( | void | ) |
|
virtual |
|
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.
nonvirtual void ncRenderableEntity::RenderFXPass | ( | void | ) |
Called by predraw(); and will set the appropriate rendering specific fields.
nonvirtual void ncRenderableEntity::RenderGLQuakeShadow | ( | 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 ncEntity.
Reimplemented in prop_static, button_target, cycler, env_model, env_shooter, func_breakable, func_brush, func_button, func_door, func_door_rotating, func_guntarget, func_healthcharger, func_pendulum, func_physbox, func_plat, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_tank, func_tracktrain, func_train, func_wall_toggle, item_eyescanner, item_food, item_generic, item_healthcharger, item_recharge, momentary_door, momentary_rot_button, monster_furniture, monster_generic, prop_door_rotating, prop_dynamic, prop_physics, prop_static, ambient_generic, env_beam, env_funnel, env_glow, env_laser, env_smoker, env_sprite, func_conveyor, func_illusionary, func_ladder, func_lod, func_monitor, func_tankmortar, func_useableladder, func_vehicle, func_wall, prop_vehicle_driveable, speaker, ncCharger, ncPlayer, ncItem, ncMonster, ncPhysicsEntity, ncSurfacePropEntity, and ncTalkMonster.
|
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 from ncEntity.
Reimplemented in env_beverage, env_fade, env_shooter, func_breakable, func_brush, func_button, func_door, func_door_rotating, func_guntarget, func_healthcharger, 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, item_food, item_generic, item_healthcharger, item_recharge, momentary_rot_button, ncMomentary, player_loadsaved, prop_door_rotating, ambient_generic, env_funnel, env_smoker, func_conveyor, func_vehicle, speaker, ncAttack, ncCharger, ncClient, ncPlayer, ncSpectator, ncItem, ncMonster, ncMoverEntity, ncActor, ncPhysicsEntity, ncProjectile, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, ncVehicle, and ncWeapon.
|
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 from ncEntity.
Reimplemented in env_beverage, env_fade, env_shooter, func_breakable, func_brush, func_button, func_door, func_door_rotating, func_guntarget, func_healthcharger, 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, item_food, item_generic, item_healthcharger, item_recharge, momentary_rot_button, ncMomentary, player_loadsaved, prop_door_rotating, ambient_generic, env_funnel, env_smoker, func_conveyor, func_vehicle, speaker, ncAttack, ncCharger, ncClient, ncPlayer, ncSpectator, ncItem, ncMonster, ncMoverEntity, ncActor, ncPhysicsEntity, ncProjectile, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, ncVehicle, and ncWeapon.
|
virtual |
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncEntity.
Reimplemented in func_tracktrain, ambient_generic, env_beam, env_funnel, env_glow, env_laser, env_smoker, env_sprite, func_conveyor, func_lod, func_monitor, func_tankmortar, func_vehicle, prop_vehicle_driveable, speaker, ncPlayer, ncSpectator, ncItem, ncMonster, ncPhysicsEntity, ncProjectile, ncRagdoll, ncSurfacePropEntity, ncTalkMonster, ncVehicle, and ncWeapon.
void ncRenderableEntity::SetAxialScale | ( | vector | scaleVec | ) |
Sets the axial, anisotropic scale of an entity, affecting the individual axis (forward, right, up).
void ncRenderableEntity::SetBody | ( | int | newBody | ) |
Sets the bodygroup of the entity.
void ncRenderableEntity::SetBodyInGroup | ( | int | groupID, |
int | bodyValue | ||
) |
Sets the body inside of a specific group.
void ncRenderableEntity::SetBoneControl1 | ( | float | val | ) |
Sets the value of the bone controller #1.
void ncRenderableEntity::SetBoneControl2 | ( | float | val | ) |
Sets the value of the bone controller #2.
void ncRenderableEntity::SetBoneControl3 | ( | float | val | ) |
Sets the value of the bone controller #3.
void ncRenderableEntity::SetBoneControl4 | ( | float | val | ) |
Sets the value of the bone controller #4.
void ncRenderableEntity::SetBoneControl5 | ( | float | val | ) |
Sets the value of the bone controller #5.
void ncRenderableEntity::SetRenderAmt | ( | float | newAmt | ) |
Sets the render amount of the entity.
This depdends on the context.
void ncRenderableEntity::SetRenderColor | ( | vector | newColor | ) |
Sets the render color of the entity.
void ncRenderableEntity::SetRenderFX | ( | float | newFX | ) |
Sets the render FX type of the entity.
Check renderfx_t for details.
void ncRenderableEntity::SetRenderMode | ( | float | newMode | ) |
Sets the render mode type of the entity.
Check rendermode_t for details.
|
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 ncEntity.
Reimplemented in prop_static, env_beverage, env_fade, env_model, env_shooter, func_breakable, func_brush, func_button, func_door, func_door_rotating, func_guntarget, func_healthcharger, 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, item_eyescanner, item_generic, item_healthcharger, item_recharge, momentary_door, momentary_rot_button, monster_furniture, player_loadsaved, prop_door_rotating, prop_dynamic, prop_physics, ambient_generic, env_beam, env_funnel, env_glow, env_laser, env_smoker, env_sprite, func_conveyor, func_lod, func_monitor, func_tankmortar, func_useableladder, func_vehicle, speaker, ncAttack, ncCharger, ncItem, ncMonster, ncMoverEntity, ncActor, ncPhysicsEntity, ncProjectile, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, and ncWeapon.