Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Model Based Vehicle.
QUAKED prop_vehicle_driveable (1 0 0) (-50 -50 0) (50 50 70)
Point entity defining a 4-wheel vehicle that you can drive.
None currently.
None currently.
This entity was introduced in Half-Life 2 (2004).
Public Member Functions | |
void | prop_vehicle_driveable (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | Physics (void) |
virtual void | RunVehiclePhysics (void) |
virtual void | WeaponInput (void) |
virtual void | PlayerInput (void) |
virtual void | OnRemoveEntity (void) |
Handles what happens before the entity gets removed from the client game. More... | |
nonvirtual void | SpawnWheels () |
virtual bool | HideViewWeapon (void) |
virtual void | PredictPreFrame (void) |
virtual void | PredictPostFrame (void) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual void | UpdateView (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 | OnPlayerUse (void) |
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... | |
void prop_vehicle_driveable::prop_vehicle_driveable | ( | void | ) |
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncVehicle.
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Reimplemented from ncVehicle.
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Handles what happens before the entity gets removed from the client game.
Reimplemented from ncIO.
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virtual |
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Reimplemented from ncVehicle.
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Reimplemented from ncVehicle.
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Reimplemented from ncVehicle.
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virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from ncVehicle.
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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 ncSurfacePropEntity.
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virtual |
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncVehicle.
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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 ncSurfacePropEntity.
void prop_vehicle_driveable::SpawnWheels | ( | void | ) |
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Reimplemented from ncVehicle.
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virtual |