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 | Death (void) |
Called when the health is equal or below 0. More... | |
virtual void | Pain (void) |
Called whenever the entity receives damage. 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 ::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) |
nonvirtual void | _LaunchHitscan (vector, vector, float) |
nonvirtual 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.
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.
Called when the health is equal or below 0.
Reimplemented from NSSurfacePropEntity.
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSSurfacePropEntity.
void NSProjectile::Launch | ( | vector | startPos, |
vector | launchDir, | ||
float | fuseOffset, | ||
float | powerMultiplier, | ||
float | dmgMultiplier | ||
) |
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 ::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 NSSurfacePropEntity.
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 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.
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.
Called upon the projectile touching another object.
Reimplemented from NSTrigger.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.