Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Model Based Vehicle.

QUAKED ncSeat (1 0 0) (-50 -50 0) (50 50 70)

OVERVIEW

Point entity defining a 4-wheel vehicle that you can drive.

KEYS

  • "targetname" : Name

SPAWNFLAGS

None currently.

NOTES

None currently.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Inheritance diagram for ncVehicleSeat:
ncVehicle

Public Member Functions

void ncVehicleSeat (void)
 
virtual void Physics (void)
 
virtual void PlayerInput (void)
 
virtual void OnRemoveEntity (void)
 Handles what happens before the entity gets removed from the client game. More...
 
virtual bool HideViewWeapon (void)
 
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)
 
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 OnPlayerUse (void)
 
virtual void EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network. More...
 
virtual float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
virtual void SpawnKey (string keyName, string setValue)
 This method handles entity key/value pairs on map load. More...
 

Constructor & Destructor Documentation

◆ ncVehicleSeat()

void ncVehicleSeat::ncVehicleSeat ( void  )

Member Function Documentation

◆ EvaluateEntity()

void ncVehicleSeat::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from ncVehicle.

◆ HideViewWeapon()

bool ncVehicleSeat::HideViewWeapon ( void  )
virtual

Reimplemented from ncVehicle.

◆ OnPlayerUse()

void ncVehicleSeat::OnPlayerUse ( void  )
virtual

◆ OnRemoveEntity()

void ncVehicleSeat::OnRemoveEntity ( void  )
virtual

Handles what happens before the entity gets removed from the client game.

Reimplemented from ncRenderableEntity.

◆ Physics()

void ncVehicleSeat::Physics ( void  )
virtual

◆ PlayerInput()

void ncVehicleSeat::PlayerInput ( void  )
virtual

Reimplemented from ncVehicle.

◆ PredictPostFrame()

void ncVehicleSeat::PredictPostFrame ( void  )
virtual

Reimplemented from ncVehicle.

◆ PredictPreFrame()

void ncVehicleSeat::PredictPreFrame ( void  )
virtual

Reimplemented from ncVehicle.

◆ ReceiveEntity()

void ncVehicleSeat::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from ncVehicle.

◆ Respawn()

void ncVehicleSeat::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from ncSurfacePropEntity.

◆ SendEntity()

float ncVehicleSeat::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from ncVehicle.

◆ SpawnKey()

void ncVehicleSeat::SpawnKey ( string  keyName,
string  setValue 
)
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.

◆ UpdateView()

void ncVehicleSeat::UpdateView ( void  )
virtual

Reimplemented from ncVehicle.


The documentation for this class was generated from the following files: