Nuclide
Software Development Kit for id Tech
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This entity class represents an interactive projectile. More...
#include <NSProjectile.h>
Public Member Functions | |
void | NSProjectile (void) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual float | predraw (void) |
nonvirtual void | SetImpact (void(entity, entity)) |
Sets the function that'll be called upon impact of the projectile onto a surface. More... | |
nonvirtual void | Animate (int, int, float) |
When called, will animated between two frame positions at a specified framerate on loop. More... | |
nonvirtual void | AnimateOnce (int, int, float) |
When called, will animated between two frame positions at a specified framerate and remove itself when it has finished playing the sequence. More... | |
virtual void | Touch (entity) |
Called upon the projectile touching another object. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | Pain (entity, entity, int, vector, int) |
Called whenever the entity receives damage. More... | |
virtual void | Death (entity, entity, int, vector, int) |
Called when the health is equal or below 0. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. 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 | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to NSIO::SpawnKey but for save-game fields. More... | |
virtual void | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
nonvirtual void | _FuseEnded (void) |
nonvirtual void | _Explode (void) |
virtual void | _LaunchHitscan (vector, vector, float) |
virtual void | Launch (vector, vector, float, float, float) |
nonvirtual void | SetLightColor (vector) |
nonvirtual void | SetLightRadius (float) |
nonvirtual void | EnableDetonateOnFuse (bool) |
nonvirtual void | EnableDetonateOnDeath (bool) |
nonvirtual void | EnableDetonateOnWorld (bool) |
nonvirtual void | EnableDetonateOnActor (bool) |
nonvirtual void | EnableStickToWorld (bool) |
nonvirtual void | EnableStickToActor (bool) |
nonvirtual void | EnableThrustHoming (bool) |
nonvirtual void | EnableInheritVelocity (bool) |
This entity class represents an interactive projectile.
Objects such as rockets, grenades, bolts etc. should ideally be this.
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When called, will animated between two frame positions at a specified framerate on loop.
When called, will animated between two frame positions at a specified framerate and remove itself when it has finished playing the sequence.
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Called when the health is equal or below 0.
Reimplemented from NSSurfacePropEntity.
void NSProjectile::EnableDetonateOnActor | ( | bool | enabled | ) |
void NSProjectile::EnableDetonateOnDeath | ( | bool | enabled | ) |
void NSProjectile::EnableDetonateOnFuse | ( | bool | enabled | ) |
void NSProjectile::EnableDetonateOnWorld | ( | bool | enabled | ) |
void NSProjectile::EnableInheritVelocity | ( | bool | enabled | ) |
void NSProjectile::EnableStickToActor | ( | bool | enabled | ) |
void NSProjectile::EnableStickToWorld | ( | bool | enabled | ) |
void NSProjectile::EnableThrustHoming | ( | bool | enabled | ) |
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSSurfacePropEntity.
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Called whenever the entity receives damage.
Reimplemented from NSSurfacePropEntity.
Reimplemented from NSSurfacePropEntity.
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSSurfacePropEntity.
Similar to NSIO::SpawnKey
but for save-game fields.
Whatever you write into file handles within your NSIO::Save()
method needs to be read back in here.
Reimplemented from NSSurfacePropEntity.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSSurfacePropEntity.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSSurfacePropEntity.
Sets the function that'll be called upon impact of the projectile onto a surface.
void NSProjectile::SetLightColor | ( | vector | newColor | ) |
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 NSSurfacePropEntity.
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 NSSurfacePropEntity.
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Called upon the projectile touching another object.
Reimplemented from NSTrigger.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.