nuclide/src/gs-entbase/client/baseentity.h
Marco Hladik d0342b128c light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
2020-10-22 02:23:05 +02:00

50 lines
1.5 KiB
C++

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
class CBaseEntity
{
#ifdef GS_RENDERFX
int m_iRenderFX;
float m_iRenderMode;
float m_flRenderAmt;
vector m_vecRenderColor;
#endif
int m_iBody;
float m_flSentenceTime;
sound_t *m_pSentenceQue;
int m_iSentenceCount;
int m_iSentencePos;
/* model events */
float m_flBaseTime;
void(void) CBaseEntity;
virtual void(void) Init;
virtual void(void) Initialized;
virtual void(string, string) SpawnKey;
virtual void(string) Sentence;
virtual void(void) ProcessWordQue;
virtual void(float flChanged) ReceiveEntity;
virtual float(void) predraw;
virtual void(void) postdraw;
virtual void(void) customphysics;
virtual void(float, int, string) ModelEvent;
#ifdef GS_RENDERFX
virtual void(void) RenderFXPass;
#endif
};