Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Electronics Input Device.

QUAKED ncInputDevice (1 0 0) (-50 -50 0) (50 50 70)

OVERVIEW

An input device, that can interact with ncMediaSource entities, such as ncAVReceiver, ncXTerminal etc.

KEYS

  • "targetname" : Name

SPAWNFLAGS

None currently.

NOTES

None currently.

TRIVIA

This entity was introduced in Nuclide (2025).

Inheritance diagram for ncInputDevice:
ncVehicle

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...
 

Constructor & Destructor Documentation

◆ ncInputDevice()

void ncInputDevice::ncInputDevice ( void  )

Member Function Documentation

◆ EvaluateEntity()

void ncInputDevice::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncVehicle.

◆ HideViewWeapon()

bool ncInputDevice::HideViewWeapon ( void  )
virtual

Reimplemented from ncVehicle.

◆ OnPlayerUse()

void ncInputDevice::OnPlayerUse ( void  )
virtual

◆ PlayerInput()

void ncInputDevice::PlayerInput ( void  )
virtual

Reimplemented from ncVehicle.

◆ PredictPostFrame()

void ncInputDevice::PredictPostFrame ( void  )
virtual

Reimplemented from ncVehicle.

◆ PredictPreFrame()

void ncInputDevice::PredictPreFrame ( void  )
virtual

Reimplemented from ncVehicle.

◆ ReceiveEntity()

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

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

Reimplemented from ncVehicle.

◆ Respawn()

void ncInputDevice::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.

◆ SendEntity()

float ncInputDevice::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncVehicle.

◆ Spawned()

void ncInputDevice::Spawned ( void  )
virtual

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.

◆ SpawnKey()

void ncInputDevice::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 ncSurfacePropEntity.

◆ UpdateView()

void ncInputDevice::UpdateView ( void  )
virtual

Reimplemented from ncVehicle.

◆ WeaponInput()

void ncInputDevice::WeaponInput ( void  )
virtual

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