Nuclide
Software Development Kit for id Tech
func_door Class Reference
Inheritance diagram for func_door:
NSMoverEntity

Public Member Functions

void func_door (void)
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. 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 Blocked (entity)
 Called whenever out movement is being blocked by an entity. More...
 
virtual void Touch (entity)
 Called whenever we're touching another entity. More...
 
virtual void PlayerUse (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 SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. 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...
 

Detailed Description

QUAKED func_door (0 .5 .8) ? SF_MOV_OPEN x SF_MOV_UNLINK SF_MOV_PASSABLE x SF_MOV_TOGGLE x x SF_MOV_USE

OVERVIEW

This sliding door entity has the ability to slide forth and back on any axis. It is often used for primitive elevators as well.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "speed" : Movement speed in game-units per second.
  • "lip" : Sets how many units are still visible after a door moved.
  • "delay" : Time until triggering target.
  • "wait" : When to move back.
  • "netname" : Target to trigger when door returns to its initial position.
  • "dmg" : Damage to inflict upon anything blocking the way.
  • "snd_open" : Sound shader to play for when the door opens.
  • "snd_close" : Sound shader to play for when the door closes.
  • "snd_stop" : Sound shader to play for when the door stops moving.
  • "movesnd" : Legacy integer value pointing to a predefined move sound.
  • "stopsnd" : Legacy integer value pointing to a predefined stop sound.
  • "forceclosed": Will make sure the door will not bounce back when something is blocking it

SPAWNFLAGS

  • SF_MOV_OPEN : Swaps the positions between raised and lowered state.
  • SF_MOV_UNLINK : Currently unimplemented.
  • SF_MOV_PASSABLE : Don't test against any collision with this door.
  • SF_MOV_TOGGLE : Door cannot be opened by physical means, only by a trigger.
  • SF_MOV_USE : Players can press the "use" button/key to activate this door.

NOTES

The keys "movesnd" and "stopsnd" are obsolete. Their values point towards the samples doors/doormoveX.wav and doors/doorstopX.wav respectively, where X is the integer value set in "movesnd" and "stopsnd".

TRIVIA

This entity was introduced in Quake (1996).

Constructor & Destructor Documentation

◆ func_door()

void func_door::func_door ( void  )

Member Function Documentation

◆ Blocked()

void func_door::Blocked ( entity  eBlocker)
virtual

Called whenever out movement is being blocked by an entity.

This is currently only relevant on entities that are of MOVETYPE_PUSH.

Reimplemented from NSTrigger.

◆ Input()

void func_door::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_door::MoverFinishesMoving ( void  )
virtual

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

Reimplemented from NSMoverEntity.

◆ MoverStartsMoving()

void func_door::MoverStartsMoving ( void  )
virtual

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

Reimplemented from NSMoverEntity.

◆ PlayerUse()

void func_door::PlayerUse ( void  )
virtual

◆ Respawn()

void func_door::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.

◆ Restore()

void func_door::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.

◆ Save()

void func_door::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.

◆ Spawned()

void func_door::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.

◆ SpawnKey()

void func_door::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.

◆ Touch()

void func_door::Touch ( entity  eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from NSTrigger.

◆ Trigger()

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

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

Reimplemented from NSTrigger.


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