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Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Simple Fog Controller.
QUAKED env_fog (1 .5 0) (-8 -8 -8) (8 8 8) STARTACTIVE
Covers the map in fog.
There are two conflicting implementations of this entity in GoldSrc. The variant used in Spirit of Half-Life as well as Deathmatch Classic uses a linear fog. It can be identifier with the far plane appearing to move with the camera.
The other implementation of fog is more pleasing, but uses the "density" key instead.
If no "density" key is detected, we assume it's the linear fog (and the STARTACTIVE spawnflag is also ignored, for compatibility).
This entity was introduced in Counter-Strike (1998).
Public Member Functions | |
| void | env_fog (void) |
| virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. More... | |
| nonvirtual void | FogUpdate (void) |
| virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. More... | |
| virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network. 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... | |
| virtual void | Spawned (void) |
| Called when the entity is fulled initialized. More... | |
| 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 | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. More... | |
| nonvirtual void | EnableFog (void) |
| nonvirtual void | DisableFog (void) |
| void env_fog::env_fog | ( | void | ) |
| void env_fog::DisableFog | ( | void | ) |
| void env_fog::EnableFog | ( | void | ) |
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncEntity.
| void env_fog::FogUpdate | ( | void | ) |
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncEntity.
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncPointTrigger.
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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 by the engine whenever we need to send a client an update about this entity.
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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Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.