Nuclide
Software Development Kit for id Technology (BETA)
prop_vehicle_driveable Class Reference

About this class

Shared-Entity: Model Based Vehicle.

QUAKED prop_vehicle_driveable (1 0 0) (-50 -50 0) (50 50 70)

OVERVIEW

Point entity defining a 4-wheel vehicle that you can drive.

KEYS

  • "targetname" : Name

SPAWNFLAGS

None currently.

NOTES

None currently.

TRIVIA

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

Inheritance diagram for prop_vehicle_driveable:
ncVehicle

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...
 

Constructor & Destructor Documentation

◆ prop_vehicle_driveable()

void prop_vehicle_driveable::prop_vehicle_driveable ( void  )

Member Function Documentation

◆ EvaluateEntity()

void prop_vehicle_driveable::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncVehicle.

◆ HideViewWeapon()

bool prop_vehicle_driveable::HideViewWeapon ( void  )
virtual

Reimplemented from ncVehicle.

◆ OnPlayerUse()

void prop_vehicle_driveable::OnPlayerUse ( void  )
virtual

◆ OnRemoveEntity()

void prop_vehicle_driveable::OnRemoveEntity ( void  )
virtual

Handles what happens before the entity gets removed from the client game.

Reimplemented from ncIO.

◆ Physics()

void prop_vehicle_driveable::Physics ( void  )
virtual

◆ PlayerInput()

void prop_vehicle_driveable::PlayerInput ( void  )
virtual

Reimplemented from ncVehicle.

◆ PredictPostFrame()

void prop_vehicle_driveable::PredictPostFrame ( void  )
virtual

Reimplemented from ncVehicle.

◆ PredictPreFrame()

void prop_vehicle_driveable::PredictPreFrame ( void  )
virtual

Reimplemented from ncVehicle.

◆ ReceiveEntity()

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

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

Reimplemented from ncVehicle.

◆ Respawn()

void prop_vehicle_driveable::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 ncSurfacePropEntity.

◆ RunVehiclePhysics()

void prop_vehicle_driveable::RunVehiclePhysics ( void  )
virtual

◆ SendEntity()

float prop_vehicle_driveable::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncVehicle.

◆ Spawned()

void prop_vehicle_driveable::Spawned ( void  )
virtual

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.

◆ SpawnWheels()

void prop_vehicle_driveable::SpawnWheels ( void  )

◆ UpdateView()

void prop_vehicle_driveable::UpdateView ( void  )
virtual

Reimplemented from ncVehicle.

◆ WeaponInput()

void prop_vehicle_driveable::WeaponInput ( void  )
virtual

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