Nuclide
Software Development Kit for id Tech
func_lod Class Reference

Shared-Entity: Level Of Detail Geometry. More...

Inheritance diagram for func_lod:
NSRenderableEntity

Public Member Functions

void func_lod (void)
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual float predraw (void)
 
virtual bool CanSpawn (bool)
 Returns if this entity can spawned from the map file. 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 float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 

Detailed Description

Shared-Entity: Level Of Detail Geometry.

QUAKED func_lod (0 .5 .8) ?

OVERVIEW

Level of Detail brush entity, disappears at a set distance. Useful for when VIS is impossible or not enough.

KEYS

  • "targetname" : Name
  • "DisappearDist" : Distance in units for of when the func_lod will pop out of view.
  • "Solid" : Defines solidity. Is "0" when solid, "1" when not-solid.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Constructor & Destructor Documentation

◆ func_lod()

void func_lod::func_lod ( void  )

Member Function Documentation

◆ CanSpawn()

bool func_lod::CanSpawn ( bool  clientSide)
virtual

Returns if this entity can spawned from the map file.

Parameters
clientSideIf it's being spawned on the client-side.

Reimplemented from NSEntity.

◆ predraw()

float func_lod::predraw ( void  )
virtual

Reimplemented from NSRenderableEntity.

◆ Respawn()

void func_lod::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 NSRenderableEntity.

◆ SendEntity()

float func_lod::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 func_lod::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 func_lod::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.


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