Nuclide
Software Development Kit for id Tech
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This entity class represents point-entity triggers. More...
#include <NSPointTrigger.h>
Public Member Functions | |
void | NSPointTrigger (void) |
virtual void | Respawn (void) |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More... | |
virtual void | DebugDraw (void) |
nonvirtual void | InitPointTrigger (void) |
Sets up a point entity trigger with no size. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ::SpawnKey but for save-game fields. More... | |
This entity class represents point-entity triggers.
It's primary function is to consistently set up triggers. In your sub-class you'll probably want to call InitPointTrigger()
inside its ::Respawn()
reimplementation.
Reimplemented from NSEntity.
Reimplemented in light, path_track, and scripted_sequence.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSEntity.
Reimplemented in infodecal, light_environment, env_explosion, env_message, env_spark, game_counter, game_counter_set, info_node, info_node_air, infodecal, light, logic_auto, logic_case, logic_relay, logic_timer, monstermaker, multi_manager, multisource, path_corner, path_track, point_camera, point_trigger, prop_door_rotating, random_speaker, random_trigger, scripted_sequence, targ_speaker, target_cdaudio, trigger_auto, trigger_relay, env_bubbles, env_cascade_light, env_fog, env_fog_controller, env_instructor_hint, logic_achievement, and NSSpawnPoint.
Similar to ::SpawnKey
but for save-game fields.
Whatever you write into file handles within your ::Save()
method needs to be read back in here.
Reimplemented from NSEntity.
Reimplemented in env_explosion, env_global, env_hudhint, env_message, env_shake, env_spark, game_counter, game_counter_set, game_player_equip, game_score, game_team_master, game_text, info_hint, infodecal, light, logic_auto, logic_case, logic_timer, monstermaker, multi_manager_sub, multi_manager, path_corner, path_track, point_camera, point_trigger, prop_door_rotating, random_speaker, random_trigger, scripted_sentence, scripted_sequence, targ_speaker, target_cdaudio, trigger_auto, trigger_changetarget, trigger_relay, env_bubbles, env_cascade_light, env_fog, env_fog_controller, env_instructor_hint, info_waypoint, and logic_achievement.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSEntity.
Reimplemented in env_explosion, env_global, env_hudhint, env_message, env_shake, env_spark, game_counter, game_counter_set, game_player_equip, game_score, game_team_master, game_text, info_hint, infodecal, light, logic_auto, logic_case, logic_timer, monstermaker, multi_manager_sub, multi_manager, path_corner, path_track, point_camera, point_trigger, prop_door_rotating, random_speaker, random_trigger, scripted_sentence, scripted_sequence, targ_speaker, target_cdaudio, trigger_auto, trigger_changetarget, trigger_relay, env_bubbles, env_cascade_light, env_fog, env_fog_controller, env_instructor_hint, info_waypoint, and logic_achievement.
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 NSEntity.
Reimplemented in env_fire, infodecal, light_environment, env_explosion, env_global, env_hudhint, env_message, env_shake, env_spark, game_counter, game_counter_set, game_player_equip, game_score, game_team_master, game_text, info_hint, infodecal, light, logic_auto, logic_case, logic_relay, logic_timer, monstermaker, multi_manager, path_corner, path_track, point_camera, point_trigger, prop_door_rotating, random_speaker, random_trigger, scripted_sentence, scripted_sequence, targ_speaker, target_cdaudio, trigger_auto, trigger_changetarget, trigger_relay, env_bubbles, env_cascade_light, env_fog, env_fog_controller, env_instructor_hint, info_waypoint, light_dynamic, logic_achievement, and NSSpawnPoint.