Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Game World.
QUAKED worldspawn (0 0 0) ?
Only used for the world.
A map must only have one worldspawn entity. Every game can have varying key definitions for the worldspawn entity. It's also not affected by "killtarget".
This entity was introduced in Quake (1996).
Public Member Functions | |
void | NSWorldspawn (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 ncIO::SpawnKey() but for save-game fields. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
void NSWorldspawn::NSWorldspawn | ( | void | ) |
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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 ncEntity.
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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 ncEntity.
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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 ncEntity.
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virtual |