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Nuclide
Software Development Kit for id Technology (BETA)
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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).
Public Member Functions | |
| void | env_beam (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 | 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 | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| 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 | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. | |
| virtual void | Input (entity, string, string) |
| Called when we are being prompted by another object/function with an input message. | |
| nonvirtual void | CastLaser (void) |
| nonvirtual void | LaunchBeam (void) |
| nonvirtual void | EndBeam (void) |
| nonvirtual void | StopBeam (void) |
| nonvirtual void | FindLocation (void) |
| virtual float | predraw (void) |
| virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. | |
| virtual void | ReloadVideoResources (void) |
| Client: Called when video resources need to be allocated or reloaded for the entity. | |
| void env_beam::env_beam | ( | void | ) |
| void env_beam::CastLaser | ( | void | ) |
| void env_beam::EndBeam | ( | void | ) |
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virtual |
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncRenderableEntity.
| void env_beam::FindLocation | ( | void | ) |
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virtual |
Called when we are being prompted by another object/function with an input message.
Reimplemented from ncRenderableEntity.
| void env_beam::LaunchBeam | ( | void | ) |
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virtual |
Reimplemented from ncRenderableEntity.
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virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from ncRenderableEntity.
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virtual |
Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from ncRenderableEntity.
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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.
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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 ncRenderableEntity.
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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 ncRenderableEntity.
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virtual |
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncRenderableEntity.
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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 ncRenderableEntity.
| void env_beam::StopBeam | ( | void | ) |
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.