Nuclide
Software Development Kit for id Tech
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Shared-Entity: Mountable Mortar Turret. More...
Public Member Functions | |
void | func_tankmortar (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | PlayerInput (void) |
virtual void | SpriteSmoke (vector) |
virtual void | SpriteFlash (vector) |
virtual void | PredictPreFrame (void) |
virtual void | PredictPostFrame (void) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual void | UpdateView (void) |
Shared-Entity: Mountable Mortar Turret.
QUAKED func_tankmortar (0 .5 .8) ?
A mountable tank mortar turret type entity. A player (or NPC) can interact with it and shoot it. It's in the same family as the func_tank entity, the difference being that this shoots mortar blasts and not bullets.
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).
Client: Handles network updates from the server for the associated entity.
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.
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