Nuclide
Software Development Kit for id Tech
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Shared-Entity: Conveyor Belt. More...
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 NSIO::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... | |
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).
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSRenderableEntity.
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSRenderableEntity.
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSRenderableEntity.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSRenderableEntity.
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 NSRenderableEntity.
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 NSRenderableEntity.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSRenderableEntity.
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 NSIO.
Reimplemented from NSRenderableEntity.
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virtual |
Called whenever we're touching another entity.
Reimplemented from NSTrigger.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.