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

About this class

Internal Editor game rule.

Can not be overriden

Inheritance diagram for ncGameRule_DevShutterbug:
ncRuleDelegate

Public Member Functions

void ncGameRule_DevShutterbug (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 void IntermissionEnd ()
 Called when intermission ends. 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_DevShutterbug()

void ncGameRule_DevShutterbug::ncGameRule_DevShutterbug ( void  )

Member Function Documentation

◆ ClientCommand()

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

Overridable: Called when a client issues a client command.

Reimplemented from ncRuleDelegate.

◆ ConsoleCommand()

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

Overridable: Called when the server issues a console command.

Reimplemented from ncRuleDelegate.

◆ FrameStart()

void ncGameRule_DevShutterbug::FrameStart ( void  )
virtual

Overridable: Called every server frame.

Reimplemented from ncRuleDelegate.

◆ InitPostEnts()

void ncGameRule_DevShutterbug::InitPostEnts ( void  )
virtual

Overridable: Called when all map entities have initialized.

Reimplemented from ncRuleDelegate.

◆ IntermissionEnd()

void ncGameRule_DevShutterbug::IntermissionEnd ( void  )
virtual

Called when intermission ends.

Reimplemented from ncRuleDelegate.

◆ LevelChangeParms()

void ncGameRule_DevShutterbug::LevelChangeParms ( ncPlayer  pl)
virtual

Overridable: Called to store parms for a specific ncPlayer.

Reimplemented from ncRuleDelegate.

◆ LevelDecodeParms()

void ncGameRule_DevShutterbug::LevelDecodeParms ( ncPlayer  pl)
virtual

Overridable: Called to decode parms for a specific ncPlayer.

Reimplemented from ncRuleDelegate.

◆ LevelNewParms()

void ncGameRule_DevShutterbug::LevelNewParms ( void  )
virtual

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

Reimplemented from ncRuleDelegate.

◆ NumActiveEditors()

int ncGameRule_DevShutterbug::NumActiveEditors ( void  )

◆ NumActiveGamePlayers()

int ncGameRule_DevShutterbug::NumActiveGamePlayers ( void  )

◆ PlayerRequestRespawn()

bool ncGameRule_DevShutterbug::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.

◆ PlayerSpawn()

void ncGameRule_DevShutterbug::PlayerSpawn ( ncPlayer  pl)
virtual

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

Reimplemented from ncRuleDelegate.

◆ Precache()

void ncGameRule_DevShutterbug::Precache ( void  )
virtual

Overridable: Called from initents().

Reimplemented from ncRuleDelegate.

◆ Restore()

void ncGameRule_DevShutterbug::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.

◆ RestoreComplete()

void ncGameRule_DevShutterbug::RestoreComplete ( void  )
virtual

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

Reimplemented from ncRuleDelegate.

◆ Save()

void ncGameRule_DevShutterbug::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.

◆ Shutdown()

void ncGameRule_DevShutterbug::Shutdown ( void  )
virtual

Overridable: Called from SV_Shutdown().

Reimplemented from ncRuleDelegate.

◆ Title()

string ncGameRule_DevShutterbug::Title ( void  )
virtual

Returns the title of the gamemode running.

Reimplemented from ncRuleDelegate.


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