Nuclide
Software Development Kit for id Technology
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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).
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... | |
void ambient_generic::ambient_generic | ( | void | ) |
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Reimplemented from NSActor.
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSMonster.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from NSMonster.
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Handles what happens before the entity gets removed from the client game.
Reimplemented from NSIO.
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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 NSTalkMonster.
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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 NSTalkMonster.
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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 NSTalkMonster.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSTalkMonster.
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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 NSSquadMonster.
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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 NSTalkMonster.
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