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Nuclide
Software Development Kit for id Technology (BETA)
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Shared: User Placed/Controlled Picture.
An in-world picture that has been placed down by a player.
Can be a local or remote image source.
Public Member Functions | |
| void | ncUserEntity_Picture (void) |
| virtual void | Save (float handle) |
| 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 | 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... | |
| nonvirtual void | Place (ncPlayer videoSharer, string videoName, string videoURL, vector realSize, string optionalDescription) |
| virtual void | ReceiveEntity (float flNew, float flChanged) |
| Client: Handles network updates from the server for the associated entity. More... | |
| virtual void | ReloadVideoResources (void) |
| Client: Called when video resources need to be allocated or reloaded for the entity. More... | |
| virtual float | predraw (void) |
| virtual void | RenderScene (void) |
| void ncUserEntity_Picture::ncUserEntity_Picture | ( | 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 ncMediaSurface.
| void ncUserEntity_Picture::Place | ( | ncPlayer | videoSharer, |
| string | videoName, | ||
| string | videoURL, | ||
| vector | realSize, | ||
| string | optionalDescription | ||
| ) |
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Reimplemented from ncMediaSurface.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncMediaSurface.
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Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from ncMediaSurface.
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Reimplemented from ncMediaSurface.
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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.
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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.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncMediaSurface.