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Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Team Trigger Controller.
QUAKED game_team_master (1 .5 0) (-8 -8 -8) (8 8 8) REMOVE
Regulates triggers in team based modes.
This entity was introduced in Half-Life (1998).
Public Member Functions | |
| void | game_team_master (void) |
| virtual void | Save (float) |
| Handles saving a copy of this entity to a given filehandle. | |
| virtual void | Restore (string, string) |
| Similar to ncIO::SpawnKey() but for save-game fields. | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| virtual void | Input (entity, string, string) |
| Called when we are being prompted by another object/function with an input message. | |
| virtual void | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. | |
| virtual int | GetValue (entity) |
Returns what we will pass onto other's ncTrigger::GetMaster() calls if we're their master. | |
| nonvirtual void | SetTeamIndex (int) |
| nonvirtual int | GetTeamIndex (void) |
| void game_team_master::game_team_master | ( | void | ) |
| int game_team_master::GetTeamIndex | ( | void | ) |
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virtual |
Returns what we will pass onto other's ncTrigger::GetMaster() calls if we're their master.
Reimplemented from multisource.
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virtual |
Called when we are being prompted by another object/function with an input message.
Reimplemented from ncEntity.
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virtual |
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 ncEntity.
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virtual |
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 ncEntity.
| void game_team_master::SetTeamIndex | ( | int | newIndex | ) |
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virtual |
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Called whenever we're legacy triggered by another object or function.
Reimplemented from multisource.