Nuclide
Software Development Kit for id Tech
player_loadsaved Class Reference

Server-Entity: Loads Last Auto-Save. More...

Inheritance diagram for player_loadsaved:
NSRenderableEntity

Public Member Functions

void player_loadsaved (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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
nonvirtual void ReloadSave (void)
 

Detailed Description

Server-Entity: Loads Last Auto-Save.

QUAKED player_loadsaved (1 0 0) (-8 -8 -8) (8 8 8)

OVERVIEW

This trigger reloads the last autosaved game with a custom message. This is commonly used when a mission objective has failed.

KEYS

  • "targetname" : Name
  • "message" : Message to display
  • "messagetime" : Message lifetime (not implemented)
  • "loadtime" : Time until we load the last autosave
  • "duration" : Fade effect total duration
  • "holdtime" : Fade effect hold time
  • "rendercolor" : Fade effect color vector (RGB255)
  • "renderamt" : Fade effect alpha value

TRIVIA

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

Constructor & Destructor Documentation

◆ player_loadsaved()

void player_loadsaved::player_loadsaved ( void  )

Member Function Documentation

◆ ReloadSave()

void player_loadsaved::ReloadSave ( void  )

◆ Restore()

void player_loadsaved::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 NSRenderableEntity.

◆ Save()

void player_loadsaved::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 NSRenderableEntity.

◆ SpawnKey()

void player_loadsaved::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 NSRenderableEntity.

◆ Trigger()

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

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

Reimplemented from NSTrigger.


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