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

Public Member Functions

void env_sprite (void)
 
virtual void (bool) SetFramerate
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. 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 SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void NetworkOnce (void)
 

Detailed Description

QUAKED env_sprite (1 .5 0) (-8 -8 -8) (8 8 8) ENVS_STARTON ENVS_PLAYONCE

OVERVIEW

A sprite entity manager with fancy overrides.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "angles" : Sets the pitch, yaw and roll angles of the sprite.
  • "model" : Path to the sprite in question.
  • "material" : Instead of model, you can set the path of a material/image here.
  • "rendercolor" : Color modifier of the sprite.
  • "renderamt" : Alpha modifier of the sprite.
  • "rendermode" : Render mode of the sprite.
  • "framerate" : Rate between frames in seconds.
  • "scale" : Scale modifier of the sprite.

SPAWNFLAGS

  • ENVS_STARTON (1) : Start visible.
  • ENVS_PLAYONCE (2) : Play once from start to finish, then make invisible.

NOTES

Only used with an external sprite format, like SPR, SPRHL and SPR32, unless the material key is specified.

TRIVIA

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

Constructor & Destructor Documentation

◆ env_sprite()

void env_sprite::env_sprite ( void  )

Member Function Documentation

◆ EvaluateEntity()

void env_sprite::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from NSRenderableEntity.

◆ NetworkOnce()

void env_sprite::NetworkOnce ( void  )
virtual

◆ SendEntity()

float env_sprite::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from NSRenderableEntity.

◆ Spawned()

void env_sprite::Spawned ( void  )
virtual

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 NSEntity.

◆ SpawnKey()

void env_sprite::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_sprite::Trigger ( entity  act,
triggermode_t  state 
)
virtual

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

Reimplemented from NSTrigger.

◆ void()

virtual env_sprite::void ( bool  )
virtual

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