Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Brush Vehicle.
QUAKED func_vehicle (0 .5 .8) ? FUNCVEH_NOPITCH FUNCVEH_NOUSER x FUNCVEH_PASSABLE FUNCVEH_FWDRIVE FUNCVEH_RWDRIVE
Primitive brush-based vehicle entity.
Unimplemented:
The vehicle's position is set via the 'target' key, which sets the first path_track/corner. The vehicle is then teleported to the 'target' but it stays at the same vertical position as originally placed.
The angle is calculated by aiming the 'target' path_track/corner entity to its own 'target' entity. So yes, you need two of these path_track/corner entities.
This entity was introduced in Counter-Strike (2000).
Public Member Functions | |
void | func_vehicle (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | Physics (void) |
virtual void | RunVehiclePhysics (void) |
virtual void | PlayerInput (void) |
virtual void | OnRemoveEntity (void) |
Handles what happens before the entity gets removed from the client game. More... | |
virtual void | PredictPreFrame (void) |
virtual void | PredictPostFrame (void) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual void | UpdateView (void) |
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 | 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 | Realign (void) |
virtual void | OnPlayerUse (void) |
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... | |
void func_vehicle::func_vehicle | ( | void | ) |
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncVehicle.
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Handles what happens before the entity gets removed from the client game.
Reimplemented from ncIO.
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Reimplemented from ncVehicle.
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Reimplemented from ncVehicle.
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Reimplemented from ncVehicle.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncVehicle.
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncSurfacePropEntity.
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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 ncVehicle.
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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 ncVehicle.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncVehicle.
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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 ncSurfacePropEntity.
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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 ncSurfacePropEntity.
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Reimplemented from ncVehicle.