Nuclide
Software Development Kit for id Tech
func_plat Class Reference
Inheritance diagram for func_plat:
NSMoverEntity func_platrot func_trackchange func_trackautochange

Public Member Functions

void func_plat (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ::SpawnKey but for save-game fields. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. 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 SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void MoverStartsMoving (void)
 Overridable: Called when the mover starts moving from its position to another. More...
 
virtual void MoverFinishesMoving (void)
 Overridable: Called when the mover completes its movement to a destination. More...
 
virtual void PlatformReturn (void)
 

Detailed Description

QUAKED func_plat (0 .5 .8) ? FNCPLAT_TRIGGER

OVERVIEW

It's a simple elevator. It goes down... and back up.

KEYS

  • "targetname" : Name
  • "speed" : Speed of the lift in units per second
  • "height" : Number of units the lift is supposed to move down

SPAWNFLAGS

  • FNCPLAT_TRIGGER (1) : Has to be triggered to move.

NOTES

By default, touching the platform near its end/start point results in the platform to be called up/down.

TRIVIA

This entity was introduced in Quake (1996).

Constructor & Destructor Documentation

◆ func_plat()

void func_plat::func_plat ( void  )

Member Function Documentation

◆ Input()

void func_plat::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from NSSurfacePropEntity.

◆ MoverFinishesMoving()

void func_plat::MoverFinishesMoving ( void  )
virtual

Overridable: Called when the mover completes its movement to a destination.

Reimplemented from NSMoverEntity.

Reimplemented in func_trackchange.

◆ MoverStartsMoving()

void func_plat::MoverStartsMoving ( void  )
virtual

Overridable: Called when the mover starts moving from its position to another.

Reimplemented from NSMoverEntity.

Reimplemented in func_trackchange.

◆ PlatformReturn()

void func_plat::PlatformReturn ( void  )
virtual

Reimplemented in func_platrot.

◆ Respawn()

void func_plat::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 NSSurfacePropEntity.

Reimplemented in func_platrot.

◆ Restore()

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

Similar to ::SpawnKey but for save-game fields.

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

Reimplemented from NSMoverEntity.

Reimplemented in func_platrot, and func_trackchange.

◆ Save()

void func_plat::Save ( float  handle)
virtual

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

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

Reimplemented from NSMoverEntity.

Reimplemented in func_platrot, and func_trackchange.

◆ Spawned()

void func_plat::Spawned ( void  )
virtual

Called when the entity is fulled initialized.

Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned(); inside your method when overriding.

Reimplemented from NSSurfacePropEntity.

Reimplemented in func_trackchange.

◆ SpawnKey()

void func_plat::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 NSIO.

Reimplemented from NSMoverEntity.

Reimplemented in func_platrot, and func_trackchange.

◆ Trigger()

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

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

Reimplemented from NSTrigger.

Reimplemented in func_platrot.


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