Nuclide
Software Development Kit for id Tech
env_funnel Class Reference
Inheritance diagram for env_funnel:
NSRenderableEntity

Public Member Functions

void env_funnel (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 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...
 
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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 

Detailed Description

QUAKED env_funnel (1 .5 0) (-8 -8 -8) (8 8 8) REVERSE REPEATABLE

OVERVIEW

An effect that when triggered, will create lots of glowing orbs that funnel into the position of this entity.

KEYS

  • "targetname" : Name
  • "sprite" : Particle sprite path.

SPAWNFLAGS

  • REVERSE (1) : Will play the effect in reverse.
  • REPEATABLE (2) : Will allow you to trigger the effect multiple times.

TRIVIA

This entity was introduced in Half-Life (1998).

Constructor & Destructor Documentation

◆ env_funnel()

void env_funnel::env_funnel ( void  )

Member Function Documentation

◆ EvaluateEntity()

void env_funnel::EvaluateEntity ( void  )
virtual

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

Reimplemented from NSRenderableEntity.

◆ Input()

void env_funnel::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from NSRenderableEntity.

◆ Respawn()

void env_funnel::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 NSRenderableEntity.

◆ Restore()

void env_funnel::Restore ( string  strKey,
string  strValue 
)
virtual

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.

◆ Save()

void env_funnel::Save ( float  handle)
virtual

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.

◆ SendEntity()

float env_funnel::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from NSRenderableEntity.

◆ SpawnKey()

void env_funnel::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 NSIO.

Reimplemented from NSRenderableEntity.

◆ Trigger()

void env_funnel::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from NSTrigger.


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