Nuclide
Software Development Kit for id Tech
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Shared-Entity: Beam/Lightning Emitter. More...
Public Member Functions | |
void | env_beam (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 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 | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
nonvirtual void | CastLaser (void) |
nonvirtual void | LaunchBeam (void) |
nonvirtual void | EndBeam (void) |
nonvirtual void | StopBeam (void) |
Shared-Entity: Beam/Lightning Emitter.
QUAKED env_beam (1 .5 0) (-8 -8 -8) (8 8 8) BEAM_STARTON BEAM_TOGGLE BEAM_RANDOMSTRIKE BEAM_RING BEAM_STARTSPARKS BEAM_ENDSPARKS BEAM_DECAL BEAM_SHADESTART BEAM_SHADEEND
Controllable beam effect, akin to lightning. Also known as env_lightning.
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 NSRenderableEntity.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSRenderableEntity.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSRenderableEntity.
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 NSRenderableEntity.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.