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

About this class

Shared: User Placed/Controlled Primitive.

An in-world shape that has been placed down by a player.

Inheritance diagram for ncUserEntity_Object:
ncUserEntity

Public Member Functions

void ncUserEntity_Object (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 ePEnt, float flChanged)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
virtual void Save (float handle)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string keyName, string setValue)
 Similar to ncIO::SpawnKey() but for save-game fields. More...
 
nonvirtual ncUserEntity_Object Place (ncPlayer videoSharer, string videoName, string videoURL, vector colorMod, float forceScale, vector newMins, vector newMaxs, string gui64, vector a, vector b, float c, vector guiRes)
 
virtual void ReceiveEntity (float flNew, float flChanged)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual float predraw (void)
 
virtual void RenderScene (void)
 

Constructor & Destructor Documentation

◆ ncUserEntity_Object()

void ncUserEntity_Object::ncUserEntity_Object ( void  )

Member Function Documentation

◆ EvaluateEntity()

void ncUserEntity_Object::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncMediaSurface.

◆ Place()

ncUserEntity_Object ncUserEntity_Object::Place ( ncPlayer  videoSharer,
string  videoName,
string  videoURL,
vector  colorMod,
float  forceScale,
vector  newMins,
vector  newMaxs,
string  gui64,
vector  a,
vector  b,
float  c,
vector  guiRes 
)

◆ predraw()

float ncUserEntity_Object::predraw ( void  )
virtual

Reimplemented from ncMediaSurface.

◆ ReceiveEntity()

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

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

Reimplemented from ncMediaSurface.

◆ RenderScene()

void ncUserEntity_Object::RenderScene ( void  )
virtual

Reimplemented from ncMediaSurface.

◆ Restore()

void ncUserEntity_Object::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 ncEntity.

◆ Save()

void ncUserEntity_Object::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 ncEntity.

◆ SendEntity()

float ncUserEntity_Object::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncMediaSurface.


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