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

About this class

Shared: User Placed/Controlled Game Entity.

An in-world game entity that has been placed down by a player.

It becomes active when a player initiates their respective game. It becomes in-active when all players have left the game (aka gone into editing mode.)

Inheritance diagram for ncUserEntity_GameEntity:
ncUserEntity

Public Member Functions

void ncUserEntity_GameEntity (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 ePEnt, float flChanged)
 Called by the engine whenever we need to send a client an update about this 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...
 
nonvirtual void Place (ncPlayer entityCreator, string className, string modelPath, vector atPos, vector withAngle)
 
nonvirtual void InstatiateEntitiesByPlayer (ncPlayer entityCreator)
 
nonvirtual void DeinstatiateEntitiesByPlayer (ncPlayer entityCreator)
 
virtual void ReceiveEntity (float flNew, float flChanged)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual float predraw (void)
 
virtual void Instantiate (void)
 
virtual void Deinstantiate (void)
 

Constructor & Destructor Documentation

◆ ncUserEntity_GameEntity()

void ncUserEntity_GameEntity::ncUserEntity_GameEntity ( void  )

Member Function Documentation

◆ Deinstantiate()

void ncUserEntity_GameEntity::Deinstantiate ( void  )
virtual

◆ DeinstatiateEntitiesByPlayer()

void ncUserEntity_GameEntity::DeinstatiateEntitiesByPlayer ( ncPlayer  entityCreator)

◆ EvaluateEntity()

void ncUserEntity_GameEntity::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncMediaSurface.

◆ Instantiate()

void ncUserEntity_GameEntity::Instantiate ( void  )
virtual

◆ InstatiateEntitiesByPlayer()

void ncUserEntity_GameEntity::InstatiateEntitiesByPlayer ( ncPlayer  entityCreator)

◆ Place()

void ncUserEntity_GameEntity::Place ( ncPlayer  entityCreator,
string  className,
string  modelPath,
vector  atPos,
vector  withAngle 
)

◆ predraw()

float ncUserEntity_GameEntity::predraw ( void  )
virtual

Reimplemented from ncMediaSurface.

◆ ReceiveEntity()

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

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

Reimplemented from ncMediaSurface.

◆ Respawn()

void ncUserEntity_GameEntity::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 ncEntity.

◆ SendEntity()

float ncUserEntity_GameEntity::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncMediaSurface.


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