Nuclide
Software Development Kit for id Technology (BETA)
CaptureItem.h
1
13{
14public:
15 void ncCaptureItem(void);
16
17 virtual void Precache(void);
18 virtual void Respawn(void);
19 virtual void Touch(entity);
20 virtual void SpawnKey(string, string);
21 nonvirtual void Captured(float teamNumber);
22 nonvirtual void WatchPlayer(void);
23
24private:
25 string m_desiredItem;
26 string m_goalItem;
27 string m_requiresItem;
28 int m_playerScore;
29 int m_teamScore;
30 float m_goalNo;
31 ncPlayer m_watchPlayer;
32 string m_outputOnCapture;
33 string m_outputOnTake;
34};
Item Capture Manager.
Definition: CaptureItem.h:13
virtual void Precache(void)
Definition: CaptureItem.qc:9
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition: CaptureItem.qc:85
nonvirtual void WatchPlayer(void)
Definition: CaptureItem.qc:65
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition: CaptureItem.qc:18
nonvirtual void Captured(float teamNumber)
Definition: CaptureItem.qc:54
void ncCaptureItem(void)
Definition: CaptureItem.qc:2
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition: CaptureItem.qc:33
This entity class represents every player client.
Definition: Player.h:142
This entity represents any ncEntity with advanced rendering properties.
Definition: RenderableEntity.h:94