Nuclide
Software Development Kit for id Tech
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Server-Entity: Static Prop Model. More...
Public Member Functions | |
void | prop_static (void) |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. 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 | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual bool | CanSpawn (bool) |
Returns if this entity can spawned from the map file. More... | |
void | prop_static (void) |
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... | |
Server-Entity: Static Prop Model.
QUAKED prop_static (1 0 0) (-8 -8 -8) (8 8 8) SF_BASIC_COL
Decorative model entity that gets baked into the level file.
After compilation, the source model is no longer required and the resulting entity is removed. This ensures that models are rendered in the same batch as the world. This makes sense for one giant unique model in the map, but for multiple repetitive uses of the same model you'll actually waste disk space and memory. Use wisely.
This entity was introduced in Half-Life 2 (2004).
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virtual |
Returns if this entity can spawned from the map file.
clientSide | If it's being spawned on the client-side. |
Reimplemented from NSEntity.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSEntity.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSEntity.
Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned();
inside your method when overriding.
Reimplemented from NSEntity.