Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Bubble Emitter.
QUAKED env_bubbles (1 .5 0) ? BUBFL_STARTOFF
Brush volume that emits rising bubbles.
The bubbles emit will pick a random place in the volume (although always at the bottom) and rise up in varying speeds. This means you can only place vertical bubble emitters.
This entity was introduced in Half-Life (1998).
Public Member Functions | |
void | env_bubbles (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 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... | |
virtual void | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
virtual void | EmitBubbles (void) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
void env_bubbles::env_bubbles | ( | 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 ncEntity.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from ncEntity.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncEntity.
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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 ncPointTrigger.
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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 ncPointTrigger.
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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 ncPointTrigger.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncEntity.
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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 ncEntity.
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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 ncPointTrigger.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.