Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Push Force Volume.

QUAKED trigger_push (.5 .5 .5) ? TP_ONCE TP_STARTOFF

OVERVIEW

Pushes anything in its volume into a direction of your choosing.

KEYS

  • "targetname" : Name
  • "speed" : The speed (units per second) it'll apply to touchers.
  • "angles" : Sets the direction of the push.

SPAWNFLAGS

  • TP_ONCE (1) : Only emit a single push once before disabling itself.
  • TP_STARTOFF (2) : Needs to be triggered first in order to function.

TRIVIA

This entity was introduced in Quake (1996).

Inheritance diagram for trigger_push:
ncBrushTrigger

Public Member Functions

void trigger_push (void)
 
virtual void Touch (entity)
 Called whenever we're touching another entity. More...
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ncIO::SpawnKey() but for save-game fields. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. 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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void SetMovementDirection (void)
 
virtual float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
virtual void EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network. More...
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 

Constructor & Destructor Documentation

◆ trigger_push()

void trigger_push::trigger_push ( void  )

Member Function Documentation

◆ EvaluateEntity()

void trigger_push::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncEntity.

◆ ReceiveEntity()

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

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

Reimplemented from ncEntity.

◆ Respawn()

void trigger_push::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 ncBrushTrigger.

◆ Restore()

void trigger_push::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to ncIO::SpawnKey() but for save-game fields.

Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.

Reimplemented from ncEntity.

◆ Save()

void trigger_push::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from ncEntity.

◆ SendEntity()

float trigger_push::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncEntity.

◆ SetMovementDirection()

void trigger_push::SetMovementDirection ( void  )
virtual

◆ SpawnKey()

void trigger_push::SpawnKey ( string  strKey,
string  strValue 
)
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 ncEntity.

◆ Touch()

void trigger_push::Touch ( entity  eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from ncTrigger.

◆ Trigger()

void trigger_push::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from ncTrigger.


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