Nuclide
Software Development Kit for id Tech
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This entity class represents inventory items, weapons. More...
#include <NSItem.h>
Public Member Functions | |
void | NSItem (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | Touch (entity) |
Called whenever we're touching another entity. 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 | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. 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... | |
nonvirtual void | SetItem (int i) |
nonvirtual int | GetItem (void) |
nonvirtual void | SetFloating (int) |
nonvirtual bool | GetFloating (void) |
nonvirtual void | SetSpinning (bool) |
nonvirtual bool | GetSpinning (void) |
nonvirtual void | PickupRespawn (void) |
virtual void | OnInventoryUse (void) |
virtual void | OnPickup (void) |
Overridable: Called when this item is picked up. More... | |
virtual void | PrintDebugInfo (void) |
nonvirtual void | BecomePickup (void) |
Call to turn a weapon into a pickup. More... | |
virtual void | AddedToInventory (void) |
Called when an item was added to someones inventory. More... | |
virtual void | RemovedFromInventory (void) |
Called when an item was removed from someones inventory. More... | |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual void | ReceiveEvent (float) |
virtual void | PredictPreFrame (void) |
virtual void | PredictPostFrame (void) |
virtual bool | IsWeapon (void) |
This entity class represents inventory items, weapons.
QUAKED NSItem (0 0.8 0.8) (-16 -16 0) (16 16 72)
Represents any item within the players' inventory. These can be used, or be dormant.
Called when an item was added to someones inventory.
Reimplemented in NSWeapon.
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSRenderableEntity.
Reimplemented in NSWeapon.
bool NSItem::GetFloating | ( | void | ) |
int NSItem::GetItem | ( | void | ) |
bool NSItem::GetSpinning | ( | void | ) |
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSRenderableEntity.
Reimplemented in NSWeapon.
Called when an item was removed from someones inventory.
Reimplemented in NSWeapon.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSRenderableEntity.
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 NSRenderableEntity.
Reimplemented in NSWeapon.
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 NSRenderableEntity.
Reimplemented in NSWeapon.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSRenderableEntity.
Reimplemented in NSWeapon.
void NSItem::SetFloating | ( | int | i | ) |
void NSItem::SetItem | ( | int | i | ) |
void NSItem::SetSpinning | ( | bool | value | ) |
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 NSRenderableEntity.
Reimplemented in NSWeapon.
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virtual |
Called whenever we're touching another entity.
Reimplemented from NSTrigger.