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

About this class

QUAKED ncAVTransmitter (1 0 0) (-8 -8 -8) (8 8 8) Transmits a video, audio signal (with metadata) and more over the game network.

KEYS

  • "angles" : Sets the pitch, yaw and roll angles of the surface.
  • "ui_class" : Which UI class to use
  • "ui_res" : Resolution of the interface
  • "ui_size" : Size of the interface in world coordinates
  • "ui_menu" : Menu file to use (e.g. ui/testmenu1.menu)
  • "channel" : Channel to transmit on.
  • "video" : Video track to play by default.
  • "audio" : Audio track to play by default.
  • "dog" : Digital On-Screen Graphic to use by default. (Material names only)
  • "top_text" : Top video text, styled inside the ui_menu file.
  • "bottom_text" : Bottom video text, styled inside the ui_menu file.

INPUTS

  • "SwitchContainer" : Switches the video/audio track to a named set in videos/*.{roq,ogg}
  • "SwitchVideoTrack" : Switches the video track to a different .roq file.
  • "SwitchAudioTrack" : Switches the audio track to a different .ogg file.
  • "LoadVideo" : Loads video information from a named decl from decls/videos/
  • "SetDOG" : Sets the DOG material.
  • "SetTopText" : Sets the top video text.
  • "SetBottomText" : Sets the top video text.
  • "SetLight" : Sets the light color + style value, in RGB255. Fourth arg is style value.

SPAWNFLAGSS

None yet

TRIVIA

This entity was introduced in Nuclide (2025).

Inheritance diagram for ncAVTransmitter:
ncActor

Public Member Functions

void ncAVTransmitter (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 bool IsAlive (void)
 Returns whether or not the entity is alive. 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 TransmitSingleVideo (string videoFile, bool advancesSchedule)
 
virtual void ReceiveEntity (float, float)
 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 void UpdateReceivers (void)
 
nonvirtual void FlipImages (void)
 

Constructor & Destructor Documentation

◆ ncAVTransmitter()

void ncAVTransmitter::ncAVTransmitter ( void  )

Member Function Documentation

◆ EvaluateEntity()

void ncAVTransmitter::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncSurfacePropEntity.

◆ FlipImages()

void ncAVTransmitter::FlipImages ( void  )

◆ Input()

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

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

Reimplemented from ncActor.

◆ IsAlive()

bool ncAVTransmitter::IsAlive ( void  )
virtual

Returns whether or not the entity is alive.

That is different from having health, as the entity may be a corpse that can be destroyed further.

Reimplemented from ncSurfacePropEntity.

◆ ReceiveEntity()

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

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

Reimplemented from ncSurfacePropEntity.

◆ ReloadVideoResources()

void ncAVTransmitter::ReloadVideoResources ( void  )
virtual

Client: Called when video resources need to be allocated or reloaded for the entity.

Reimplemented from ncRenderableEntity.

◆ SendEntity()

float ncAVTransmitter::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncSurfacePropEntity.

◆ SpawnKey()

void ncAVTransmitter::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 ncActor.

◆ TransmitSingleVideo()

void ncAVTransmitter::TransmitSingleVideo ( string  videoFile,
bool  advancesSchedule 
)
virtual

◆ UpdateReceivers()

void ncAVTransmitter::UpdateReceivers ( void  )
virtual

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