Nuclide
Software Development Kit for id Tech
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Objects within the game world, serving various functions. More...
Modules | |
Base Classes | |
Base Classes powering all sorts of entities. | |
Brush Entities | |
Entity class that expects to be used with brush models. | |
Point Entities | |
Point entities are the most common types of entities. | |
Entity Definitions | |
Entity class declaration system. | |
Enumerations | |
enum | entupdate_t { ENT_NONE = 0 , ENT_ENTITY , ENT_PMOVEVARS , ENT_ENTITYRENDERABLE , ENT_ENTITYPROJECTILE , ENT_SURFPROP , ENT_PHYSICS , ENT_MONSTER , ENT_TALKMONSTER , ENT_SPEAKER , ENT_PLAYER , ENT_ITEM , ENT_WEAPON , ENT_SPECTATOR , ENT_PORTAL , ENT_AMBIENTSOUND , ENT_BEAM , ENT_FUNNEL , ENT_SMOKER , ENT_DLIGHT , ENT_PROJECTEDTEXTURE , ENT_SPOTLIGHT , ENT_FOG , ENT_STEAM , ENT_FOGCONTROLLER , ENT_CASCADELIGHT , ENT_LASER , ENT_PARTSYSTEM , ENT_SPRITE , ENT_GLOW , ENT_SPRAY , ENT_DECAL , ENT_OLDCAMERA , ENT_MONITOR , ENT_VEHICLE , ENT_TRACKTRAIN , ENT_VEH_BRUSH , ENT_VEH_TANKMORTAR , ENT_VEH_4WHEEL , ENT_PROPROPE , ENT_PHYSROPE , ENT_BUBBLES , ENT_CONVEYOR , ENT_WAYPOINT , ENT_INSTRUCTOR , ENT_PUSH , ENT_SOUNDSCAPE , ENT_SEPARATOR } |
Entity update identifiers. More... | |
Functions | |
entity | Entity_FindClosest (entity startTarget, string className) |
Returns the closest point entity of a given classname. More... | |
entity | Entity_SelectRandom (string className) |
Returns a random entity of a given classname. More... | |
Objects within the game world, serving various functions.
Entities are what we call instantiated objects within our game world. They belong to a class, which can be read from their .classname
field at any given time.
In Nuclide, the lowest entity class you're meant to instantiate is NSEntity. There are multiple child-classes that do a lot more advanced and or specific things.
enum entupdate_t |
Entity update identifiers.
Enumerator | |
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ENT_NONE | invalid, but reserved. |
ENT_ENTITY | of type NSEntity |
ENT_PMOVEVARS | of type NSPMoveVars |
ENT_ENTITYRENDERABLE | of type NSRenderableEntity |
ENT_ENTITYPROJECTILE | of type NSProjectile |
ENT_SURFPROP | of type NSSurfacePropEntity |
ENT_PHYSICS | of type NSPhysicsEntity |
ENT_MONSTER | of type NSMonster |
ENT_TALKMONSTER | of type NSTalkMonster |
ENT_SPEAKER | of type speaker |
ENT_PLAYER | of type NSClientPlayer |
ENT_ITEM | of type NSItem |
ENT_WEAPON | of type NSWeapon |
ENT_SPECTATOR | of type NSClientSpectator |
ENT_PORTAL | of type NSPortal |
ENT_AMBIENTSOUND | of type ambient_generic |
ENT_BEAM | of type env_beam |
ENT_FUNNEL | of type env_funnel |
ENT_SMOKER | of type env_smoker |
ENT_DLIGHT | of type light_dynamic |
ENT_PROJECTEDTEXTURE | of type env_projectedtexture |
ENT_SPOTLIGHT | of type point_spotlight |
ENT_FOG | of type env_fog |
ENT_STEAM | of type env_steam |
ENT_FOGCONTROLLER | of type env_fog_controller |
ENT_CASCADELIGHT | of type env_cascade_light |
ENT_LASER | of type env_laser |
ENT_PARTSYSTEM | of type info_particle_system |
ENT_SPRITE | of type env_sprite |
ENT_GLOW | of type env_glow |
ENT_SPRAY | of type NSSpraylogo |
ENT_DECAL | of type NSDecal |
ENT_OLDCAMERA | of type trigger_camera |
ENT_MONITOR | of type func_monitor |
ENT_VEHICLE | Reserved. |
ENT_TRACKTRAIN | of type func_tracktrain |
ENT_VEH_BRUSH | of type func_vehicle |
ENT_VEH_TANKMORTAR | of type func_tankmortar |
ENT_VEH_4WHEEL | of type prop_vehicle_driveable |
ENT_PROPROPE | of type prop_rope |
ENT_PHYSROPE | of type phys_rope |
ENT_BUBBLES | of type env_bubbles |
ENT_CONVEYOR | of type func_conveyor |
ENT_WAYPOINT | of type info_waypoint |
ENT_INSTRUCTOR | of type env_instructor_hint |
ENT_PUSH | of type trigger_push |
ENT_SOUNDSCAPE | of type NSSoundScape |
ENT_SEPARATOR | This is a separator. This separator is used by you to add game-specific networked entities. When declaring your own entity-update types, you want the first value to equal ENT_SEPARATOR at all times to ensure you'll not be overriding existing slots. |
entity Entity_FindClosest | ( | entity | startTarget, |
string | className | ||
) |
Returns the closest point entity of a given classname.
Returns 'world' or 'NULL' if it fails to find anything.
entity Entity_SelectRandom | ( | string | className | ) |
Returns a random entity of a given classname.
If world or 'NULL' is returned, then the given classname is not present in the map.