Nuclide
Software Development Kit for id Tech
|
Shared-Entity: Animated Sprite. More...
Public Member Functions | |
void | env_sprite (void) |
virtual void | SetFramerate (bool) |
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) |
Shared-Entity: Animated Sprite.
QUAKED env_sprite (1 .5 0) (-8 -8 -8) (8 8 8) ENVS_STARTON ENVS_PLAYONCE
A sprite entity manager with fancy overrides.
Only used with an external sprite format, like SPR, SPRHL and SPR32, unless the material key is specified.
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.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSRenderableEntity.
|
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.
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.
|
virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.