Nuclide
Software Development Kit for id Technology (BETA)
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This entity class represents an attack.
Usually spawned by a decl's fireInfo properties.
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) |
void ncAttack::ncAttack | ( | void | ) |
ncWeapon ncAttack::GetWeaponOwner | ( | void | ) |
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virtual |
Reimplemented in ncProjectile.
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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 ncSurfacePropEntity.
Reimplemented in ncProjectile.
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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 ncSurfacePropEntity.
Reimplemented in ncProjectile.
void ncAttack::SetWeaponOwner | ( | ncWeapon | weaponOwner | ) |
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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.
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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.