Nuclide
Software Development Kit for id Tech
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Classes | |
struct | entityDef_t |
Macros | |
#define | ENTITYDEF_MAX 256 |
Enumerations | |
enum | { EDEFTWEAK_EQ = 0 , EDEFTWEAK_LT , EDEFTWEAK_GT , EDEFTWEAK_NOT , EDEFTWEAK_CONTAINS } |
Functions | |
void | EntityDef_ReadFile (string filePath) |
void | EntityDef_Init (void) |
NSEntity | EntityDef_SpawnClassname (string className) |
When called will turn the entity 'self' into the specified classname. More... | |
NSEntity | EntityDef_CreateClassname (string className) |
Spawns an entity of a specific class. More... | |
string | EntityDef_GetKeyValue (string className, string keyName) |
Retrieves the value of a specific key defined within an EntityDef. More... | |
bool | EntityDef_HasSpawnClass (string className) |
Checks if an entity class was defined in an EntityDef. More... | |
NSEntity | Entity_CreateClass (string className) |
Spawns an entity of a class, guaranteed to be valid. More... | |
void | EntityDef_DebugList (void) |
Variables | |
var string | g_lastSpawnData |
entityDef_t | g_entDefTable [256] |
var int | g_entDefCount |
string | g_entDefInclude |
#define ENTITYDEF_MAX 256 |
Spawns an entity of a class, guaranteed to be valid.
This is the primary, encouraged method of spawning entities. If you don't spawn an entity class using this, it will not respond to sendInput().
If a specified class does not exist, it will create an info_notnull type entity, but with the new, desired classname.
The only time when this function returns NULL is if the game is unable to allocate any more entities.
className | is the type of class to be instantiated. |
Spawns an entity of a specific class.
If class doesn't exist, returns NULL.
className | is the type of class to be instantiated. |
Retrieves the value of a specific key defined within an EntityDef.
className | specifies which class definition to look in. |
keyName | specifies the 'key' we want to know its value of. |
Checks if an entity class was defined in an EntityDef.
You can then use EntityDef_GetKeyValue() to get various key values from said EntityDef.
className | specifies which class definition to look for. |
When called will turn the entity 'self' into the specified classname.
This is useful for entities that are already in the game, and need to transition into a different type of entity.
className | is the type of class to be changed to. |
var int g_entDefCount |
string g_entDefInclude |
entityDef_t g_entDefTable[256] |
var string g_lastSpawnData |