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Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Decorative Animated Entity.
QUAKED item_generic (1 0 0) (-8 -8 -8) (8 8 8)
A 'generic' decorative entity which uses an animation sequence.
This entity was introduced in Half-Life: Opposing Force (1999).
Public Member Functions | |
| void | item_generic (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. | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| virtual void | Save (float) |
| Handles saving a copy of this entity to a given filehandle. | |
| virtual void | Restore (string, string) |
| Similar to ncIO::SpawnKey() but for save-game fields. | |
| void item_generic::item_generic | ( | void | ) |
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virtual |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncRenderableEntity.
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virtual |
Similar to ncIO::SpawnKey() but for save-game fields.
Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.
Reimplemented from ncRenderableEntity.
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virtual |
Handles saving a copy of this entity to a given filehandle.
Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from ncRenderableEntity.
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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 ncRenderableEntity.