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Nuclide
Software Development Kit for id Technology (BETA)
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QUAKED ncMediaSurface (1 0 0) (-8 -8 -8) (8 8 8) Fully interactive surface
None yet
Similar to surfaces in Doom III and Duke 4
This entity was introduced in Nuclide (2022).
Public Member Functions | |
| void | ncMediaSurface (void) |
| virtual void | OnMapFinishedLoading (void) |
| Overridable: Called when the level finished loading. More... | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. More... | |
| virtual void | Spawned (void) |
| Called when the entity is fully initialized. 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 | Input (entity, string, string) |
| Called when we are being prompted by another object/function with an input message. More... | |
| virtual float | predraw (void) |
| virtual void | postdraw (void) |
| Client: Run after the rendering of 3D world is complete. More... | |
| virtual void | postframe (void) |
| virtual void | RenderScene (void) |
| virtual void | OnRemoveEntity (void) |
| Handles what happens before the entity gets removed from the client game. More... | |
| virtual bool | FocusCheck (vector, vector) |
| virtual void | ReloadVideoResources (void) |
| Client: Called when video resources need to be allocated or reloaded for the entity. More... | |
| virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. More... | |
| virtual bool | Input (float, float, float, float) |
| virtual void | _ReceiveComplete (float, float) |
| Called once ReceiveEntity has done its job. More... | |
| virtual void | ReceiveEvent (float) |
| virtual void | OnGainedFocus (void) |
| virtual void | OnLostFocus (void) |
| void ncMediaSurface::ncMediaSurface | ( | void | ) |
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Called once ReceiveEntity has done its job.
Reimplemented from ncIO.
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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.
Reimplemented in ncUserEntity_Audio, ncUserEntity_Brush, ncUserEntity_GameEntity, ncUserEntity_Object, ncUserEntity_Picture, ncUserEntity_Prim, ncUserEntity_URL, and ncUserEntity_Video.
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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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Overridable: Called when the level finished loading.
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: Run after the rendering of 3D world is complete.
2D calls can happen here.
Reimplemented from ncEntity.
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Reimplemented from ncEntity.
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Reimplemented from ncEntity.
Reimplemented in ncUserEntity_GameEntity, ncUserEntity_Object, ncUserEntity_Picture, and ncUserEntity_Prim.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncEntity.
Reimplemented in ncUserEntity_Audio, ncUserEntity_Brush, ncUserEntity_GameEntity, ncUserEntity_Object, ncUserEntity_Picture, ncUserEntity_Prim, ncUserEntity_URL, and ncUserEntity_Video.
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Reimplemented from ncEntity.
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Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from ncEntity.
Reimplemented in ncUserEntity_Picture.
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Reimplemented in ncUserEntity_Object, ncUserEntity_Picture, and ncUserEntity_Prim.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncEntity.
Reimplemented in ncUserEntity_Audio, ncUserEntity_Brush, ncUserEntity_GameEntity, ncUserEntity_Object, ncUserEntity_Picture, ncUserEntity_Prim, ncUserEntity_URL, and ncUserEntity_Video.
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Called when the entity is fully initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned(); inside your method when overriding.
Reimplemented from ncEntity.
Reimplemented in ncUserEntity_Video.
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