Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Animated Sprite.

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).

Inheritance diagram for env_sprite:
ncRenderableEntity

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 Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. 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)
 
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 float predraw (void)
 
virtual void think (void)
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual void SetMaxFrame (int)
 
virtual void SetLoopFlag (bool)
 

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 ncRenderableEntity.

◆ Input()

void env_sprite::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from ncRenderableEntity.

◆ NetworkOnce()

void env_sprite::NetworkOnce ( void  )
virtual

◆ predraw()

float env_sprite::predraw ( void  )
virtual

Reimplemented from ncRenderableEntity.

◆ ReceiveEntity()

void env_sprite::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from ncRenderableEntity.

◆ Respawn()

void env_sprite::Respawn ( void  )
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.

◆ 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 ncRenderableEntity.

◆ SetFramerate()

void env_sprite::SetFramerate ( bool  flag)
virtual

◆ SetLoopFlag()

void env_sprite::SetLoopFlag ( bool  loops)
virtual

◆ SetMaxFrame()

void env_sprite::SetMaxFrame ( int  fr)
virtual

◆ 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 ncEntity.

◆ 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 ncIO.

Reimplemented from ncRenderableEntity.

◆ think()

void env_sprite::think ( void  )
virtual

◆ Trigger()

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

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

Reimplemented from ncTrigger.


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