Nuclide
Software Development Kit for id Technology
game_team_master Class Reference

About this class

Server-Entity: Team Trigger Controller.

QUAKED game_team_master (1 .5 0) (-8 -8 -8) (8 8 8) REMOVE

OVERVIEW

Regulates triggers in team based modes.

KEYS

  • "targetname" : Name
  • "master" : Name of the multisource or game_team_master regulating this entity.
  • "target" : Name of the entity to trigger.
  • "triggerstate" : Desired trigger state.
  • "teamindex" : Which team to affect. -1 means none.

SPAWNFLAGS

  • REMOVE (1) : Will be removed once triggered.

TRIVIA

This entity was introduced in Half-Life (1998).

Inheritance diagram for game_team_master:
multisource

Public Member Functions

void game_team_master (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to NSIO::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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual int GetValue (entity)
 Returns what we will pass onto other's NSTrigger::GetMaster() calls if we're their master. More...
 
nonvirtual void SetTeamIndex (int)
 
nonvirtual int GetTeamIndex (void)
 

Constructor & Destructor Documentation

◆ game_team_master()

void game_team_master::game_team_master ( void  )

Member Function Documentation

◆ GetTeamIndex()

int game_team_master::GetTeamIndex ( void  )

◆ GetValue()

int game_team_master::GetValue ( entity  queryingEntity)
virtual

Returns what we will pass onto other's NSTrigger::GetMaster() calls if we're their master.

Reimplemented from multisource.

◆ Input()

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

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

Reimplemented from NSEntity.

◆ Restore()

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

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

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

Reimplemented from NSPointTrigger.

◆ Save()

void game_team_master::Save ( float  handle)
virtual

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

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

Reimplemented from NSPointTrigger.

◆ SetTeamIndex()

void game_team_master::SetTeamIndex ( int  newIndex)

◆ SpawnKey()

void game_team_master::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 NSPointTrigger.

◆ Trigger()

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

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

Reimplemented from multisource.


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