Nuclide
Software Development Kit for id Tech
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id Tech 4 keys to support: 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 ::SpawnKey but for save-game fields. 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) |
id Tech 4 keys to support:
This entity class represents non-player characters.
QUAKED NSMonster (0 0.8 0.8) (-16 -16 0) (16 16 72) WAITTILLSEEN GAG MONSTERCLIP x PRISONER x IGNOREPLAYER WAITFORSCRIPT PREDISASTER FADECORPSE MULTIPLAYER FALLING HORDE
Represents any item within the players' inventory. These can be used, or be dormant.
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 ::SpawnKey
but for save-game fields.
Whatever you write into file handles within your ::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 ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSRenderableEntity.
Reimplemented in NSWeapon.
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.
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.
Called whenever we're touching another entity.
Reimplemented from NSTrigger.