Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Conveyor Belt.
QUAKED func_conveyor (0 .5 .8) ? SF_CONVEYOR_VISUAL SF_CONVEYOR_NOTSOLID
A conveyor belt entity. Texture will move along in the direction and speed of the conveyor.
This entity was introduced in Quake II (1997).
Public Member Functions | |
void | func_conveyor (void) |
virtual void | Touch (entity) |
Called whenever we're touching another entity. 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 | 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 | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. 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 | SetMovementDirection (void) |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. 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 | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
void func_conveyor::func_conveyor | ( | void | ) |
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncRenderableEntity.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from ncRenderableEntity.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncRenderableEntity.
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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 from ncRenderableEntity.
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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 from ncRenderableEntity.
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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 from ncRenderableEntity.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncRenderableEntity.
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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 from ncRenderableEntity.
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Called whenever we're touching another entity.
Reimplemented from ncTrigger.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.