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

About this class

Internal Editor game rule.

Can not be overriden

Inheritance diagram for ncGameRule_Editor:
ncRuleDelegate ncGameRule_Home

Public Member Functions

void ncGameRule_Editor (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 PlayerSpawn (ncPlayer)
 Overridable: Called when a ncPlayer spawns, called sometime after joining. More...
 
virtual void InitPostEnts (void)
 Overridable: Called when all map entities have initialized. More...
 
virtual bool PlayerRequestRespawn (ncPlayer)
 Overridable: called when a ncPlayer requests a respawn. 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...
 
virtual bool ConsoleCommand (ncPlayer, string)
 Overridable: Called when the server issues a console command. More...
 
virtual bool ClientCommand (ncClient, string)
 Overridable: Called when a client issues a client command. More...
 
nonvirtual int NumActiveGamePlayers (void)
 
nonvirtual int NumActiveEditors (void)
 

Constructor & Destructor Documentation

◆ ncGameRule_Editor()

void ncGameRule_Editor::ncGameRule_Editor ( void  )

Member Function Documentation

◆ ClientCommand()

bool ncGameRule_Editor::ClientCommand ( ncClient  pl,
string  cmd 
)
virtual

Overridable: Called when a client issues a client command.

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ ConsoleCommand()

bool ncGameRule_Editor::ConsoleCommand ( ncPlayer  pl,
string  cmd 
)
virtual

Overridable: Called when the server issues a console command.

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ FrameStart()

void ncGameRule_Editor::FrameStart ( void  )
virtual

Overridable: Called every server frame.

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ InitPostEnts()

void ncGameRule_Editor::InitPostEnts ( void  )
virtual

Overridable: Called when all map entities have initialized.

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ LevelChangeParms()

void ncGameRule_Editor::LevelChangeParms ( ncPlayer  pl)
virtual

Overridable: Called to store parms for a specific ncPlayer.

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ LevelDecodeParms()

void ncGameRule_Editor::LevelDecodeParms ( ncPlayer  pl)
virtual

Overridable: Called to decode parms for a specific ncPlayer.

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ LevelNewParms()

void ncGameRule_Editor::LevelNewParms ( void  )
virtual

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

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ NumActiveEditors()

int ncGameRule_Editor::NumActiveEditors ( void  )

◆ NumActiveGamePlayers()

int ncGameRule_Editor::NumActiveGamePlayers ( void  )

◆ PlayerRequestRespawn()

bool ncGameRule_Editor::PlayerRequestRespawn ( ncPlayer  pl)
virtual

Overridable: called when a ncPlayer requests a respawn.

In a multiplayer game, it'll put you back into the game as a player. In a singleplayer game, it might load the most recent save.

Returns
True/false depending on the respawn succeeded.

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ PlayerSpawn()

void ncGameRule_Editor::PlayerSpawn ( ncPlayer  pl)
virtual

Overridable: Called when a ncPlayer spawns, called sometime after joining.

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ Precache()

void ncGameRule_Editor::Precache ( void  )
virtual

Overridable: Called from initents().

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ Restore()

void ncGameRule_Editor::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.

Reimplemented in ncGameRule_Home.

◆ RestoreComplete()

void ncGameRule_Editor::RestoreComplete ( void  )
virtual

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

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ Save()

void ncGameRule_Editor::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.

Reimplemented in ncGameRule_Home.

◆ Shutdown()

void ncGameRule_Editor::Shutdown ( void  )
virtual

Overridable: Called from SV_Shutdown().

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.

◆ Title()

string ncGameRule_Editor::Title ( void  )
virtual

Returns the title of the gamemode running.

Reimplemented from ncRuleDelegate.

Reimplemented in ncGameRule_Home.


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