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

About this class

QUAKED ncAVReceiver (1 0 0) (-8 -8 -8) (8 8 8) Receives a video signal from an receiver and displays it.

KEYS

  • "angles" : Sets the pitch, yaw and roll angles of the surface.
  • "channel" : Default channel to receive
  • "volume" : Default receiver volume.
  • "enabled" : Whether this entity is enabled by default.

INPUTS

  • "SwitchChannel" : Zap to a different channel, broadcasted from a different ncAVTransmitter that's active.

SPAWNFLAGSS

None yet

TRIVIA

This entity was introduced in Nuclide (2025).

Inheritance diagram for ncAVReceiver:
ncPointTrigger

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 ()
 

Constructor & Destructor Documentation

◆ ncAVReceiver()

void ncAVReceiver::ncAVReceiver ( void  )

Member Function Documentation

◆ EvaluateEntity()

void ncAVReceiver::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncEntity.

◆ Input()

void ncAVReceiver::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from ncEntity.

◆ KillVideoOutputs()

void ncAVReceiver::KillVideoOutputs ( void  )
virtual

◆ OnRemoveEntity()

void ncAVReceiver::OnRemoveEntity ( void  )
virtual

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

Reimplemented from ncTrigger.

◆ ReceiveEntity()

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

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

Reimplemented from ncEntity.

◆ RefreshVideoDisplay()

void ncAVReceiver::RefreshVideoDisplay ( entity  targetEntity)
virtual

◆ SendEntity()

float ncAVReceiver::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncEntity.

◆ SpawnKey()

void ncAVReceiver::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 ncEntity.

◆ UpdateSpeakers()

void ncAVReceiver::UpdateSpeakers ( void  )
virtual

◆ UpdateVideoOutputs()

void ncAVReceiver::UpdateVideoOutputs ( void  )
virtual

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