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Nuclide
Software Development Kit for id Technology (BETA)
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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... | |
| void ncBreakableBrush::ncBreakableBrush | ( | void | ) |
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Handles what happens before the entity gets removed from the client game.
Reimplemented from ncRenderableEntity.
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Called whenever the entity receives damage.
Reimplemented from ncSurfacePropEntity.
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncSurfacePropEntity.
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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.