Nuclide
Software Development Kit for id Tech
env_muzzleflash Class Reference
Inheritance diagram for env_muzzleflash:
NSEntity

Public Member Functions

void env_muzzleflash (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ::SpawnKey but for save-game fields. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual float predraw (void)
 

Detailed Description

QUAKED env_muzzleflash (1 .5 0) (-8 -8 -8) (8 8 8)

OVERVIEW

Creates a muzzleflash effect when triggered.

KEYS

  • "targetname" : Name
  • "parentname" : Entity it's attached to.
  • "parentattachment" : Name of the attachment to parent to.
  • "scale" : Scale multiplier of the muzzleflash.

INPUTS

  • "Fire" : Triggers the effect.

TRIVIA

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

Constructor & Destructor Documentation

◆ env_muzzleflash()

void env_muzzleflash::env_muzzleflash ( void  )

Member Function Documentation

◆ Input() [1/2]

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

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

Reimplemented from NSEntity.

◆ Input() [2/2]

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

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

Reimplemented from NSEntity.

◆ predraw()

float env_muzzleflash::predraw ( void  )
virtual

◆ Restore()

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

Similar to ::SpawnKey but for save-game fields.

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

Reimplemented from NSEntity.

◆ Save()

void env_muzzleflash::Save ( float  handle)
virtual

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

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

Reimplemented from NSEntity.

◆ SpawnKey()

void env_muzzleflash::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 NSEntity.

◆ Trigger()

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

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

Reimplemented from NSTrigger.


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