Nuclide
Software Development Kit for id Technology (BETA)
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item_ammo_crate Class Reference
Inheritance diagram for item_ammo_crate:
ncRenderableEntity

Public Member Functions

void item_ammo_crate (void)
 
virtual void Spawned (void)
 Called when the entity is fulled initialized.
 
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.
 
virtual void PlayerUse (void)
 
virtual void PlayerUseUnpressed (void)
 
virtual void RestockPlayer (void)
 
virtual void RestockAmmo (void)
 
virtual void Open (void)
 
virtual void Close (void)
 

Constructor & Destructor Documentation

◆ item_ammo_crate()

void item_ammo_crate::item_ammo_crate ( void )

Member Function Documentation

◆ Close()

void item_ammo_crate::Close ( void )
virtual

◆ Open()

void item_ammo_crate::Open ( void )
virtual

◆ PlayerUse()

void item_ammo_crate::PlayerUse ( void )
virtual

◆ PlayerUseUnpressed()

void item_ammo_crate::PlayerUseUnpressed ( void )
virtual

◆ Respawn()

void item_ammo_crate::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 ncRenderableEntity.

◆ RestockAmmo()

void item_ammo_crate::RestockAmmo ( void )
virtual

◆ RestockPlayer()

void item_ammo_crate::RestockPlayer ( void )
virtual

◆ Spawned()

void item_ammo_crate::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 ncEntity.


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