Nuclide
Software Development Kit for id Technology (BETA)
ncAttack Class Reference

About this class

This entity class represents an attack.

Usually spawned by a decl's fireInfo properties.

Inheritance diagram for ncAttack:
ncSurfacePropEntity ncProjectile

Public Member Functions

void ncAttack (void)
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. 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 Launch (vector, vector, float, float, float)
 
nonvirtual void SetWeaponOwner (ncWeapon)
 
nonvirtual ncWeapon GetWeaponOwner (void)
 

Constructor & Destructor Documentation

◆ ncAttack()

void ncAttack::ncAttack ( void  )

Member Function Documentation

◆ GetWeaponOwner()

ncWeapon ncAttack::GetWeaponOwner ( void  )

◆ Launch()

void ncAttack::Launch ( vector  startPos,
vector  launchDir,
float  fuseOffset,
float  powerMultiplier,
float  dmgMultiplier 
)
virtual

Reimplemented in ncProjectile.

◆ Restore()

void ncAttack::Restore ( string  strKey,
string  strValue 
)
virtual

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 ncSurfacePropEntity.

Reimplemented in ncProjectile.

◆ Save()

void ncAttack::Save ( float  handle)
virtual

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 ncSurfacePropEntity.

Reimplemented in ncProjectile.

◆ SetWeaponOwner()

void ncAttack::SetWeaponOwner ( ncWeapon  weaponOwner)

◆ Spawned()

void ncAttack::Spawned ( void  )
virtual

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.

Reimplemented in ncProjectile.

◆ SpawnKey()

void ncAttack::SpawnKey ( string  strKey,
string  strValue 
)
virtual

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.

Reimplemented in ncProjectile.


The documentation for this class was generated from the following files: