Nuclide
Software Development Kit for id Technology (BETA)
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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 nonvirtual void Return(void);
24
25private:
26 string m_desiredItem;
27 string m_goalItem;
28 string m_requiresItem;
29 int m_playerScore;
30 int m_teamScore;
31 float m_goalNo;
32 ncPlayer m_watchPlayer;
33 string m_outputOnCapture;
34 string m_outputOnTake;
35 string m_outputOnReturn;
36};
virtual void Precache(void)
Definition CaptureItem.qc:10
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition CaptureItem.qc:98
nonvirtual void WatchPlayer(void)
Definition CaptureItem.qc:78
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition CaptureItem.qc:21
nonvirtual void Captured(float teamNumber)
Definition CaptureItem.qc:60
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:39
nonvirtual void Return(void)
Definition CaptureItem.qc:71
This entity class represents every player client.
Definition Player.h:142
void ncRenderableEntity(void)
Definition RenderableEntity.qc:18