Nuclide
Software Development Kit for id Tech
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Server-Entity: Mountable Gun Turret. More...
Public Member Functions | |
void | func_tank (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to NSIO::SpawnKey but for save-game fields. More... | |
virtual void | customphysics (void) |
virtual void | PlayerInput (void) |
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 | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
nonvirtual void | SpriteSmoke (vector) |
nonvirtual void | SpriteFlash (vector) |
Server-Entity: Mountable Gun Turret.
QUAKED func_tank (0 .5 .8) ? FNCTANK_ACTIVE x x x FNCTANK_DIRECTONLY FNCTANK_CONTROLLABLE
A mountable tank gun turret type entity. A player (or NPC) can interact with it and shoot it. It's in the same family as the func_tankmortar entity, the difference being that this shoots bullets and not mortar blasts.
I don't like the sprite stuff tacked on at all because of the extra networking involved and because it's so awfully GoldSrc specific. Eventually I need to design a more generic routine that allows people to just refer to materials with the appropriate blend-modes instead of hardcoding that some random sprites needs to be treated additive.
This entity was introduced in Half-Life (1998).
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSSurfacePropEntity.
Similar to NSIO::SpawnKey
but for save-game fields.
Whatever you write into file handles within your NSIO::Save()
method needs to be read back in here.
Reimplemented from NSVehicle.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSVehicle.
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 NSSurfacePropEntity.
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 NSIO.
Reimplemented from NSSurfacePropEntity.
void func_tank::SpriteFlash | ( | vector | org | ) |
void func_tank::SpriteSmoke | ( | vector | org | ) |