Nuclide
Software Development Kit for id Technology (BETA)
ncBreakableBrush Class Reference
Inheritance diagram for ncBreakableBrush:
ncSurfacePropEntity

Public Member Functions

void ncBreakableBrush (void)
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
virtual void OnRemoveEntity (void)
 Handles what happens before the entity gets removed from the client game. More...
 
virtual void Pain (entity inflictor, entity attacker, int damage, vector dir, vector absImpactPos, int hitBody)
 Called whenever the entity receives damage. More...
 

Constructor & Destructor Documentation

◆ ncBreakableBrush()

void ncBreakableBrush::ncBreakableBrush ( void  )

Member Function Documentation

◆ OnRemoveEntity()

void ncBreakableBrush::OnRemoveEntity ( void  )
virtual

Handles what happens before the entity gets removed from the client game.

Reimplemented from ncRenderableEntity.

◆ Pain()

void ncBreakableBrush::Pain ( entity  inflictor,
entity  attacker,
int  damage,
vector  dir,
vector  absImpactPos,
int  hitBody 
)
virtual

Called whenever the entity receives damage.

Reimplemented from ncSurfacePropEntity.

◆ Respawn()

void ncBreakableBrush::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from ncSurfacePropEntity.

◆ Spawned()

void ncBreakableBrush::Spawned ( void  )
virtual

Called when the entity is fulled 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 ncSurfacePropEntity.


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