Nuclide
Software Development Kit for id Technology
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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 NSIO::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... | |
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 NSEntity.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
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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 NSPointTrigger.
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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 NSPointTrigger.
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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 NSPointTrigger.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSEntity.
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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 NSEntity.
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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 NSIO.
Reimplemented from NSPointTrigger.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.