Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Decal.
QUAKED infodecal (1 0 0) (-8 -8 -8) (8 8 8)
Projects a decals.wad texture onto the nearest surface. It'll automatically figure out the surface based on distance. The texture will be aligned along the surface texture normals.
This entity currently only works on BSP version 30 levels.
If a targetname is supplied, it will have to be triggered by an entity in order to appear. Afterwards it cannot be triggered again.
It will pick the nearest wall (currently checking a distance of 128 units, which is probably overkill). No angle has to be supplied.
This entity was introduced in Half-Life (1998).
Public Member Functions | |
void | infodecal (void) |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual float | predraw (void) |
virtual bool | CanSpawn (bool) |
Returns if this entity can spawned from the map file. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
void | infodecal (void) |
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 | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ncIO::SpawnKey() but for save-game fields. More... | |
virtual void | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
void infodecal::infodecal | ( | void | ) |
void infodecal::infodecal | ( | void | ) |
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Returns if this entity can spawned from the map file.
clientSide | If it's being spawned on the client-side. |
Reimplemented from ncEntity.
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Reimplemented from ncEntity.
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncEntity.
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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 ncEntity.
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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 ncEntity.
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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.
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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.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.