Nuclide
Software Development Kit for id Tech
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This class represents NSMonsters that talk. More...
#include <NSTalkMonster.h>
Public Member Functions | |
void | NSTalkMonster (void) |
virtual void | Sentence (string) |
When called, will play a Sentence over the network. More... | |
virtual void | Speak (string) |
When called, will play a single sample (.wav/.ogg) over the network. More... | |
virtual void | WarnAllies (void) |
When called, will alert all allies in a nearby area. More... | |
virtual void | StartleAllies (void) |
When called, will startle all allies in a nearby area. More... | |
virtual void | FollowPlayer (void) |
Internal use only. More... | |
virtual void | FollowChain (void) |
Internal use only. More... | |
virtual void | RunAI (void) |
Internal use only. More... | |
virtual void | PanicFrame (void) |
Run every frame if we're in a state of panic. More... | |
virtual void | OnPlayerUse (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 | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual float | SendEntity (entity, float) |
Called by the engine whenever we need to send a client an update about this entity. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to NSIO::SpawnKey but for save-game fields. More... | |
virtual void | Touch (entity) |
Called whenever we're touching another entity. More... | |
virtual void | TalkPanic (void) |
Called when they're in a state of panic. More... | |
virtual void | TalkPlayerAsk (void) |
Called when they want to ask the player a question. More... | |
virtual void | TalkPlayerGreet (void) |
Called when they are greeting the player. More... | |
virtual void | TalkPlayerIdle (void) |
Called when they are chit-chatting with the player. More... | |
virtual void | TalkPlayerWounded1 (void) |
Called when they tell the player that they're wounded. More... | |
virtual void | TalkPlayerWounded2 (void) |
Called when they tell the player that severely wounded. More... | |
virtual void | TalkPlayerWounded3 (void) |
Called when they tell the player that they're near death. More... | |
virtual void | TalkUnfollow (void) |
Called when they tell the player that they'll give up following. More... | |
virtual void | TalkFollow (void) |
Called when they tell the player that they'll start following. More... | |
virtual void | TalkStopFollow (void) |
Called when they tell the player that they'll stop following. More... | |
virtual void | TalkDenyFollow (void) |
Called when they tell the player they won't follow you. More... | |
virtual float | predraw (void) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual void | SentenceSample (string) |
Plays a single sample from a sentence. More... | |
virtual void | ProcessWordQue (void) |
Called once per frame to process the word queue. More... | |
virtual void | HandleAnimEvent (float, int, string) |
Callback for any model event that gets triggered while playing a framegroup. More... | |
This class represents NSMonsters that talk.
QUAKED NSTalkMonster (0 0.8 0.8) (-16 -16 0) (16 16 72) WAITTILLSEEN GAG MONSTERCLIP x PRISONER x IGNOREPLAYER WAITFORSCRIPT PREDISASTER FADECORPSE MULTIPLAYER FALLING HORDE
This class represents NSMonsters that talk. They need to network extra information and can speak more complicated dialogue using the Sentences system.
They also can communicate with other NSTalkMonster based entities.
For more keys, see NSMonster.
Internal use only.
Run every frame to update who we're following in the chain
Internal use only.
Run every frame to run after the player we are set to follow.
Callback for any model event that gets triggered while playing a framegroup.
Reimplemented from NSRenderableEntity.
Called once per frame to process the word queue.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSMonster.
Reimplemented in monster_generic, ambient_generic, and speaker.
Similar to NSIO::SpawnKey
but for save-game fields.
Whatever you write into file handles within your NSIO::Save()
method needs to be read back in here.
Reimplemented from NSSquadMonster.
Reimplemented in ambient_generic, and speaker.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSSquadMonster.
Reimplemented in ambient_generic, and speaker.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSMonster.
Reimplemented in ambient_generic, and speaker.
When called, will play a Sentence over the network.
Plays a single sample from a sentence.
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 NSIO.
Reimplemented from NSSquadMonster.
Reimplemented in ambient_generic, and speaker.
When called, will play a single sample (.wav/.ogg) over the network.
When called, will startle all allies in a nearby area.
Called when they tell the player they won't follow you.
Called when they tell the player that they'll start following.
Called when they want to ask the player a question.
Called when they are chit-chatting with the player.
Called when they tell the player that they're wounded.
Called when they tell the player that severely wounded.
Called when they tell the player that they're near death.
Called when they tell the player that they'll stop following.
Called when they tell the player that they'll give up following.
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virtual |
Called whenever we're touching another entity.
Reimplemented from NSMonster.
When called, will alert all allies in a nearby area.