Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Sliding Door.
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
This sliding door entity has the ability to slide forth and back on any axis. It is often used for primitive elevators as well.
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".
This entity was introduced in Quake (1996).
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 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 | 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... | |
void func_door::func_door | ( | void | ) |
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Called whenever out movement is being blocked by an entity.
This is currently only relevant on entities that are of MOVETYPE_PUSH
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Reimplemented from ncTrigger.
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Called when we are being prompted by another object/function with an input message.
Reimplemented from ncSurfacePropEntity.
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Overridable: Called when the mover completes its movement to a destination.
Reimplemented from ncMoverEntity.
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Overridable: Called when the mover starts moving from its position to another.
Reimplemented from ncMoverEntity.
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncSurfacePropEntity.
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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 ncMoverEntity.
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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 ncMoverEntity.
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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 ncSurfacePropEntity.
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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 ncMoverEntity.
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Called whenever we're touching another entity.
Reimplemented from ncTrigger.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.