Nuclide
Software Development Kit for id Tech
phys_slideconstraint Class Reference
Inheritance diagram for phys_slideconstraint:
NSPhysicsConstraint

Public Member Functions

void phys_slideconstraint (void)
 
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...
 
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 Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
nonvirtual void AfterSpawn (void)
 

Detailed Description

QUAKED phys_slideconstraint (.5 .3 0) (-8 -8 -8) (8 8 8) BREAKCOLL LIMITENDS

OVERVIEW

Will slide an entity along a segment.

KEYS

  • "targetname" : Name
  • "attach1" : Entity 1
  • "attach2" : Entity 2
  • "slideaxis" : Axis onto which the entity slides along. Technically the position it is aiming at.
  • "slidefriction" : Friction the entity experiences along the slide.

INPUTS

  • "Break" : Forcefully break the constraint.
  • "TurnOn" : Turn
  • "TurnOff" : Disables the constraint

SPAWNFLAGS

  • BREAKCOLL (1) : No collision until the connection breaks.
  • LIMITENDS (2) : Limit endpoints.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Constructor & Destructor Documentation

◆ phys_slideconstraint()

void phys_slideconstraint::phys_slideconstraint ( void  )

Member Function Documentation

◆ AfterSpawn()

void phys_slideconstraint::AfterSpawn ( void  )

◆ Input()

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

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

Reimplemented from NSPhysicsConstraint.

◆ Respawn()

void phys_slideconstraint::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSEntity.

◆ Restore()

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

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 NSPhysicsConstraint.

◆ Save()

void phys_slideconstraint::Save ( float  handle)
virtual

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 NSPhysicsConstraint.

◆ SpawnKey()

void phys_slideconstraint::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 NSPhysicsConstraint.


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