Nuclide
Software Development Kit for id Tech
env_bubbles Class Reference

Shared-Entity: Bubble Emitter. More...

Inheritance diagram for env_bubbles:
NSPointTrigger

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...
 

Detailed Description

Shared-Entity: Bubble Emitter.

QUAKED env_bubbles (1 .5 0) ? BUBFL_STARTOFF

OVERVIEW

Brush volume that emits rising bubbles.

KEYS

  • "targetname" : Name
  • "density" : Bubble count when it's emitting
  • "frequency" : Emitting frequency in seconds
  • "angles" : Direction of water current
  • "current" : Speed of the water current

SPAWNFLAGS

  • BUBFL_STARTOFF (1) : Start disabled.

INPUTS

  • "Activate" : Turns the entity on
  • "Deactive" : Turns the entity off
  • "Toggle" : Toggles the entity to an on/off state
  • "SetDensity" : Sets the bubble count when it's emitting
  • "SetFrequency" : Sets the emitting frequency in seconds
  • "SetCurrent" : Sets the speed of the water current

NOTES

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.

TRIVIA

This entity was introduced in Half-Life (1998).

Constructor & Destructor Documentation

◆ env_bubbles()

void env_bubbles::env_bubbles ( void  )

Member Function Documentation

◆ EvaluateEntity()

void env_bubbles::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from NSEntity.

◆ Input()

void env_bubbles::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from NSEntity.

◆ Respawn()

void env_bubbles::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSPointTrigger.

◆ Restore()

void env_bubbles::Restore ( string  strKey,
string  strValue 
)
virtual

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.

◆ Save()

void env_bubbles::Save ( float  handle)
virtual

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.

◆ SendEntity()

float env_bubbles::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from NSEntity.

◆ Spawned()

void env_bubbles::Spawned ( void  )
virtual

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.

◆ SpawnKey()

void env_bubbles::SpawnKey ( string  strKey,
string  strValue 
)
virtual

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.

◆ Trigger()

void env_bubbles::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from NSTrigger.


The documentation for this class was generated from the following file: