Nuclide
Software Development Kit for id Tech
env_fade Class Reference
Inheritance diagram for env_fade:
NSRenderableEntity

Public Member Functions

void env_fade (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ::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...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 

Detailed Description

QUAKED env_fade (1 .5 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER

OVERVIEW

Overlay that blinds/obscures players vision when triggered.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "rendercolor" : RGB8 Color of the fade effect.
  • "renderamt" : A8 alpha value we'll hit at max.
  • "duration" : Duration of the effect in seconds.
  • "holdtime" : How long we'll hold on the max color/alpha.

SPAWNFLAGS

  • EVF_FADEDROM (1) : Inverts the fading animation.
  • EVF_MODULATE (2) : Modulate tints the image after "rendercolor" instead of obscuring it.
  • EVF_ONLYUSER (4) : Don't blind everyone, just the activator.

TRIVIA

This entity was introduced in Half-Life (1998).

Constructor & Destructor Documentation

◆ env_fade()

void env_fade::env_fade ( void  )

Member Function Documentation

◆ Restore()

void env_fade::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to ::SpawnKey but for save-game fields.

Whatever you write into file handles within your ::Save() method needs to be read back in here.

Reimplemented from NSRenderableEntity.

◆ Save()

void env_fade::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from NSRenderableEntity.

◆ SpawnKey()

void env_fade::SpawnKey ( string  strKey,
string  strValue 
)
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 NSIO.

Reimplemented from NSRenderableEntity.

◆ Trigger()

void env_fade::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from NSTrigger.


The documentation for this class was generated from the following file: