Nuclide
Software Development Kit for id Technology
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:
NSVehicle

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)
 

Constructor & Destructor Documentation

◆ prop_vehicle_driveable()

void prop_vehicle_driveable::prop_vehicle_driveable ( void  )

Member Function Documentation

◆ HideViewWeapon()

bool prop_vehicle_driveable::HideViewWeapon ( void  )
virtual

Reimplemented from NSVehicle.

◆ OnRemoveEntity()

void prop_vehicle_driveable::OnRemoveEntity ( void  )
virtual

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

Reimplemented from NSIO.

◆ Physics()

void prop_vehicle_driveable::Physics ( void  )
virtual

◆ PlayerInput()

void prop_vehicle_driveable::PlayerInput ( void  )
virtual

Reimplemented from NSVehicle.

◆ PredictPostFrame()

void prop_vehicle_driveable::PredictPostFrame ( void  )
virtual

Reimplemented from NSVehicle.

◆ PredictPreFrame()

void prop_vehicle_driveable::PredictPreFrame ( void  )
virtual

Reimplemented from NSVehicle.

◆ ReceiveEntity()

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

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

Reimplemented from NSVehicle.

◆ RunVehiclePhysics()

void prop_vehicle_driveable::RunVehiclePhysics ( void  )
virtual

◆ 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 NSSurfacePropEntity.

◆ SpawnWheels()

void prop_vehicle_driveable::SpawnWheels ( void  )

◆ UpdateView()

void prop_vehicle_driveable::UpdateView ( void  )
virtual

Reimplemented from NSVehicle.

◆ WeaponInput()

void prop_vehicle_driveable::WeaponInput ( void  )
virtual

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