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Nuclide
Software Development Kit for id Technology (BETA)
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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.)
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) |
| void ncUserEntity_GameEntity::ncUserEntity_GameEntity | ( | void | ) |
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| void ncUserEntity_GameEntity::DeinstatiateEntitiesByPlayer | ( | ncPlayer | entityCreator | ) |
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Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncMediaSurface.
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| void ncUserEntity_GameEntity::InstatiateEntitiesByPlayer | ( | ncPlayer | entityCreator | ) |
| void ncUserEntity_GameEntity::Place | ( | ncPlayer | entityCreator, |
| string | className, | ||
| string | modelPath, | ||
| vector | atPos, | ||
| vector | withAngle | ||
| ) |
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Reimplemented from ncMediaSurface.
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Client: Handles network updates from the server for the associated entity.
Reimplemented from ncMediaSurface.
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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 ncEntity.
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Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncMediaSurface.