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Nuclide
Software Development Kit for id Technology (BETA)
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QUAKED ncAVReceiver (1 0 0) (-8 -8 -8) (8 8 8) Receives a video signal from an receiver and displays it.
None yet
This entity was introduced in Nuclide (2025).
Public Member Functions | |
| void | ncAVReceiver (void) |
| virtual void | Input (entity, string, string) |
| Called when we are being prompted by another object/function with an input message. More... | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. 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 float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. More... | |
| virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. More... | |
| virtual void | UpdateSpeakers (void) |
| virtual void | UpdateVideoOutputs (void) |
| virtual void | RefreshVideoDisplay (entity) |
| virtual void | OnRemoveEntity (void) |
| Handles what happens before the entity gets removed from the client game. More... | |
| virtual void | KillVideoOutputs () |
| void ncAVReceiver::ncAVReceiver | ( | 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.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from ncEntity.
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Handles what happens before the entity gets removed from the client game.
Reimplemented from ncTrigger.
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Client: Handles network updates from the server for the associated entity.
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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