Nuclide
Software Development Kit for id Technology
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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).
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... | |
void env_sprite::env_sprite | ( | void | ) |
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSRenderableEntity.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from NSRenderableEntity.
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSRenderableEntity.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSRenderableEntity.
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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.
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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.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.