Nuclide
Software Development Kit for id Tech
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Shared-Entity: Sound/Sentence Emitter. More...
Public Member Functions | |
void | ambient_generic (void) |
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 | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. 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 | 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 | UseNormal (entity, triggermode_t) |
virtual void | UseLoop (entity, triggermode_t) |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
virtual void | DebugDraw (void) |
virtual void | OnRemoveEntity (void) |
Handles what happens before the entity gets removed from the client game. More... | |
Shared-Entity: Sound/Sentence Emitter.
QUAKED ambient_generic (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) AS_ARADIUS AS_SRADIUS AS_MRADIUS AS_LRADIUS AS_SILENT AS_NOTTOGGLED
Plays a sound sample of whatever format the engine is configured to support.
If you want it to loop, you have to give the file itself a loop flag.
This entity was introduced in Half-Life (1998).
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSMonster.
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSMonster.
Handles what happens before the entity gets removed from the client game.
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 NSTalkMonster.
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 NSTalkMonster.
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 NSTalkMonster.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSTalkMonster.
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 NSSquadMonster.
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 NSTalkMonster.
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