Nuclide
Software Development Kit for id Tech
phys_constraintsystem Class Reference

Server-Entity: Physics Constraint Grouping. More...

Inheritance diagram for phys_constraintsystem:
NSPhysicsConstraint

Public Member Functions

void phys_constraintsystem (void)
 
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 AfterSpawn (void)
 
nonvirtual float GetSystemID (void)
 

Detailed Description

Server-Entity: Physics Constraint Grouping.

QUAKED phys_constraintsystem (.5 .3 0) (-8 -8 -8) (8 8 8)

OVERVIEW

Turns a series of constraints into a ragdoll, so it can be managed better by the physics simulator.

KEYS

  • "targetname" : Name

NOTES

You specify the constraintsystem that the constraints belong to not in this entity, but in the individual constraints themselves. Set the 'constraintsystem' key to an instance of this entity.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Constructor & Destructor Documentation

◆ phys_constraintsystem()

void phys_constraintsystem::phys_constraintsystem ( void  )

Member Function Documentation

◆ AfterSpawn()

void phys_constraintsystem::AfterSpawn ( void  )

◆ GetSystemID()

float phys_constraintsystem::GetSystemID ( void  )

◆ Respawn()

void phys_constraintsystem::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 NSEntity.


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