Nuclide
Software Development Kit for id Technology (BETA)
ncGameRule_SinglePlayer Class Reference

About this class

Internal SinglePlayer game rule.

Can still be overriden with a singleplayer.dat etc.

Inheritance diagram for ncGameRule_SinglePlayer:
ncRuleDelegate

Public Member Functions

void ncGameRule_SinglePlayer (void)
 
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 RestoreComplete (void)
 Called when the entity has been successfully restored from a savegame file. More...
 
virtual void LevelNewParms (void)
 Overridable: Called to set up new level parms for any ncPlayer. More...
 
virtual void LevelChangeParms (ncPlayer)
 Overridable: Called to store parms for a specific ncPlayer. More...
 
virtual void LevelDecodeParms (ncPlayer)
 Overridable: Called to decode parms for a specific ncPlayer. More...
 
virtual void InitPostEnts (void)
 Overridable: Called when all map entities have initialized. More...
 
virtual void Precache (void)
 Overridable: Called from initents(). More...
 
virtual void Shutdown (void)
 Overridable: Called from SV_Shutdown(). More...
 
virtual void FrameStart (void)
 Overridable: Called every server frame. More...
 
virtual string Title (void)
 Returns the title of the gamemode running. More...
 

Constructor & Destructor Documentation

◆ ncGameRule_SinglePlayer()

void ncGameRule_SinglePlayer::ncGameRule_SinglePlayer ( void  )

Member Function Documentation

◆ FrameStart()

void ncGameRule_SinglePlayer::FrameStart ( void  )
virtual

Overridable: Called every server frame.

Reimplemented from ncRuleDelegate.

◆ InitPostEnts()

void ncGameRule_SinglePlayer::InitPostEnts ( void  )
virtual

Overridable: Called when all map entities have initialized.

Reimplemented from ncRuleDelegate.

◆ LevelChangeParms()

void ncGameRule_SinglePlayer::LevelChangeParms ( ncPlayer  pl)
virtual

Overridable: Called to store parms for a specific ncPlayer.

Reimplemented from ncRuleDelegate.

◆ LevelDecodeParms()

void ncGameRule_SinglePlayer::LevelDecodeParms ( ncPlayer  pl)
virtual

Overridable: Called to decode parms for a specific ncPlayer.

Reimplemented from ncRuleDelegate.

◆ LevelNewParms()

void ncGameRule_SinglePlayer::LevelNewParms ( void  )
virtual

Overridable: Called to set up new level parms for any ncPlayer.

Reimplemented from ncRuleDelegate.

◆ Precache()

void ncGameRule_SinglePlayer::Precache ( void  )
virtual

Overridable: Called from initents().

Reimplemented from ncRuleDelegate.

◆ Restore()

void ncGameRule_SinglePlayer::Restore ( string  keyName,
string  setValue 
)
virtual

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 ncRuleDelegate.

◆ RestoreComplete()

void ncGameRule_SinglePlayer::RestoreComplete ( void  )
virtual

Called when the entity has been successfully restored from a savegame file.

Reimplemented from ncRuleDelegate.

◆ Save()

void ncGameRule_SinglePlayer::Save ( float  handle)
virtual

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 ncRuleDelegate.

◆ Shutdown()

void ncGameRule_SinglePlayer::Shutdown ( void  )
virtual

Overridable: Called from SV_Shutdown().

Reimplemented from ncRuleDelegate.

◆ Title()

string ncGameRule_SinglePlayer::Title ( void  )
virtual

Returns the title of the gamemode running.

Reimplemented from ncRuleDelegate.


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