Nuclide
Software Development Kit for id Technology (BETA)
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This entity class represents an interactive projectile.
Objects such as rockets, grenades, bolts etc. should ideally be this.
Public Member Functions | |
void | ncProjectile (void) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual float | predraw (void) |
virtual void | postdraw (void) |
Client: Run after the rendering of 3D world is complete. More... | |
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, vector, int) |
Called whenever the entity receives damage. More... | |
virtual void | Death (entity, entity, int, vector, 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 ncIO::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 (entity) |
virtual void | _LaunchHitscan (vector, vector, float) |
virtual void | Launch (vector, vector, float, float, float) |
nonvirtual void | SetLightColor (vector) |
nonvirtual void | SetLightRadius (float) |
nonvirtual void | SetWeaponOwner (ncWeapon) |
nonvirtual ncWeapon | GetWeaponOwner (void) |
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) |
void ncProjectile::ncProjectile | ( | void | ) |
void ncProjectile::_Explode | ( | entity | explodedOn | ) |
void ncProjectile::_FuseEnded | ( | void | ) |
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void ncProjectile::Animate | ( | int | startframe, |
int | endframe, | ||
float | framerate | ||
) |
When called, will animated between two frame positions at a specified framerate on loop.
void ncProjectile::AnimateOnce | ( | int | startframe, |
int | endframe, | ||
float | framerate | ||
) |
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 ncSurfacePropEntity.
void ncProjectile::EnableDetonateOnActor | ( | bool | enabled | ) |
void ncProjectile::EnableDetonateOnDeath | ( | bool | enabled | ) |
void ncProjectile::EnableDetonateOnFuse | ( | bool | enabled | ) |
void ncProjectile::EnableDetonateOnWorld | ( | bool | enabled | ) |
void ncProjectile::EnableInheritVelocity | ( | bool | enabled | ) |
void ncProjectile::EnableStickToActor | ( | bool | enabled | ) |
void ncProjectile::EnableStickToWorld | ( | bool | enabled | ) |
void ncProjectile::EnableThrustHoming | ( | bool | enabled | ) |
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncSurfacePropEntity.
ncWeapon ncProjectile::GetWeaponOwner | ( | void | ) |
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Reimplemented from ncAttack.
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Called whenever the entity receives damage.
Reimplemented from ncSurfacePropEntity.
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Client: Run after the rendering of 3D world is complete.
2D calls can happen here.
Reimplemented from ncRenderableEntity.
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Reimplemented from ncSurfacePropEntity.
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Client: Handles network updates from the server for the associated entity.
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 ncAttack.
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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 ncAttack.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncSurfacePropEntity.
void ncProjectile::SetImpact | ( | void(entity, entity) | ) |
Sets the function that'll be called upon impact of the projectile onto a surface.
void ncProjectile::SetLightColor | ( | vector | newColor | ) |
void ncProjectile::SetLightRadius | ( | float | newRadius | ) |
void ncProjectile::SetWeaponOwner | ( | ncWeapon | weaponOwner | ) |
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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 ncAttack.
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Called upon the projectile touching another object.
Reimplemented from ncTrigger.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.