![]() |
Nuclide
Software Development Kit for id Technology (BETA)
|
Shared-Entity: Announcement Speaker System.
QUAKED speaker (1 0 0) (-8 -8 -8) (8 8 8)
Creates a public announcement system that randomly plays announcements from the sentences.txt file.
Valid values for 'preset":
This entity was introduced in Half-Life (1998).
Public Member Functions | |
| void | speaker (void) |
| virtual void | Save (float) |
| Handles saving a copy of this entity to a given filehandle. | |
| virtual void | Restore (string, string) |
| Similar to ncIO::SpawnKey() but for save-game fields. | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| 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 | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. | |
| nonvirtual void | Announce (void) |
| virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network. | |
| virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. | |
| virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. | |
| void speaker::speaker | ( | void | ) |
| void speaker::Announce | ( | void | ) |
|
virtual |
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncMonster.
|
virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from ncTalkMonster.
|
virtual |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncTalkMonster.
|
virtual |
Similar to ncIO::SpawnKey() but for save-game fields.
Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.
Reimplemented from ncTalkMonster.
|
virtual |
Handles saving a copy of this entity to a given filehandle.
Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from ncTalkMonster.
|
virtual |
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncTalkMonster.
|
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 ncSquadMonster.
|
virtual |
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 ncIO.
Reimplemented from ncTalkMonster.
|
virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from ncMonster.