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Nuclide
Software Development Kit for id Technology (BETA)
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Shared-Entity: Electronics Input Device.
QUAKED ncInputDevice (1 0 0) (-50 -50 0) (50 50 70)
An input device, that can interact with ncMediaSource entities, such as ncAVReceiver, ncXTerminal etc.
None currently.
None currently.
This entity was introduced in Nuclide (2025).
Public Member Functions | |
| void | ncInputDevice (void) |
| virtual void | Spawned (void) |
| Called when the entity is fully initialized. More... | |
| virtual void | WeaponInput (void) |
| virtual void | PlayerInput (void) |
| virtual bool | HideViewWeapon (void) |
| virtual void | UpdateView (void) |
| virtual void | PredictPreFrame (void) |
| virtual void | PredictPostFrame (void) |
| virtual void | ReceiveEntity (float flNew, float flSendFlags) |
| Client: Handles network updates from the server for the associated entity. 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 | OnPlayerUse (void) |
| 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 | SpawnKey (string keyName, string setValue) |
| This method handles entity key/value pairs on map load. More... | |
| void ncInputDevice::ncInputDevice | ( | 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 ncVehicle.
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Reimplemented from ncVehicle.
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Reimplemented from ncVehicle.
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Reimplemented from ncVehicle.
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Reimplemented from ncVehicle.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncVehicle.
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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 by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncVehicle.
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Called when the entity is fully 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.
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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 ncSurfacePropEntity.
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Reimplemented from ncVehicle.
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