Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Faux Physics Rope.

QUAKED prop_rope (1 0 0) (-8 -8 -8) (8 8 8) ROPE_VERTICAL

OVERVIEW

Client-side decorative rope entity. Connect the entity to a named info_notnull and watch it swing around.

KEYS

  • "sag" : Multiplier on how much sagginess will be applied to the rope.
  • "segments" : Number of total segments. Default is "16".
  • "material" : The texture to use on the rope.
  • "swingfactor" : Multiplier on how much the rope swings about.
  • "target" : The info_notnull to connect the rope to.

SPAWNFLAGS

  • ROPE_VERTICAL (1) : Only draw the first half of the rope, useful for vertical setups.

TRIVIA

This entity was introduced in The Wastes (2018).

Inheritance diagram for prop_rope:
ncEntity

Public Member Functions

void prop_rope (void)
 
virtual float predraw (void)
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual void DrawSegment (vector, vector, vector)
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
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 void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ncIO::SpawnKey() but for save-game fields. 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...
 

Constructor & Destructor Documentation

◆ prop_rope()

void prop_rope::prop_rope ( void  )

Member Function Documentation

◆ DrawSegment()

void prop_rope::DrawSegment ( vector  pos1,
vector  pos2,
vector  vecPlayer 
)
virtual

◆ EvaluateEntity()

void prop_rope::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncEntity.

◆ predraw()

float prop_rope::predraw ( void  )
virtual

Reimplemented from ncEntity.

◆ ReceiveEntity()

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

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

Reimplemented from ncEntity.

◆ Respawn()

void prop_rope::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 ncEntity.

◆ Restore()

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

Similar to ncIO::SpawnKey() but for save-game fields.

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

Reimplemented from ncEntity.

◆ Save()

void prop_rope::Save ( float  handle)
virtual

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

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

Reimplemented from ncEntity.

◆ SendEntity()

float prop_rope::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncEntity.

◆ SpawnKey()

void prop_rope::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 ncEntity.


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