Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Fire/Flame Emitter.

QUAKED env_fire (1 .5 0) (-8 -8 -8) (8 8 8) INFINITE_DURATION SMOKELESS STARTON STARTFULL NODROP NOGLOW x DELETE TOPVISIBLE

OVERVIEW

Environmental fire/flame entity. Will apply damage to entities, including other fire entities. They grow/shrink depending on their ignition level.

KEYS

  • "targetname" : Name
  • "health" : Duration, in seconds.
  • "firesize" : Size of the fire in world units.
  • "fireattack" : Time in seconds until the fire has fully expanded.
  • "firetype" : Type of fire. 0 - Standard, 1 - Plasma
  • "ignitionpoint" : Amount of fire damage it takes before igniting fully.
  • "damagescale" : Burn damage multiplier.

SPAWNFLAGS

  • INFINITE_DURATION (1) : Don't extinguish by itself.
  • SMOKELESS (2) : Don't spawn smoke.
  • STARTON (4) : Starts enabled.
  • STARTFULL (8) : Starts expanded.
  • NODROP (16) : Don't drop to floor (?)
  • NOGLOW (32) : Don't glow.
  • DELETE (128) : Delete from game when extinguished.
  • TOPVISIBLE (256) : Visible from above.

INPUTS

  • "StartFire" : Starts the fire effect.
  • "Extinguish" : Puts out the fire, with an optional timer (in seconds).
  • "ExtinguishTemporary" : Puts out the fire (temporarily).

OUTPUTS

  • "OnIgnited" : Triggered when the fire ignites.
  • "OnExtinguished" : Triggered when the fire is extinguished.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Inheritance diagram for env_fire:
ncPointTrigger

Public Member Functions

void env_fire (void)
 
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 void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. 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 ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 

Constructor & Destructor Documentation

◆ env_fire()

void env_fire::env_fire ( void  )

Member Function Documentation

◆ EvaluateEntity()

void env_fire::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncEntity.

◆ ReceiveEntity()

void env_fire::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from ncEntity.

◆ Respawn()

void env_fire::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 ncPointTrigger.

◆ SendEntity()

float env_fire::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncEntity.

◆ SpawnKey()

void env_fire::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 ncIO.

Reimplemented from ncPointTrigger.


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