Nuclide
Software Development Kit for id Tech
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Shared-Entity: Announcement Speaker System. More...
Public Member Functions | |
void | speaker (void) |
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 | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
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 | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
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. 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 | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
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).
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSMonster.
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSTalkMonster.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSTalkMonster.
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 NSTalkMonster.
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 NSTalkMonster.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSTalkMonster.
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 NSSquadMonster.
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 NSTalkMonster.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSMonster.