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Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Scripted Sequence Controller.
QUAKED scripted_sequence (1 0 0) (-8 -8 -8) (8 8 8) x x SSFL_REPEATABLE SSFL_LEAVECORPSE x SSFL_NOINTERRUPT SSFL_OVERRIDEAI SSFL_NOSCRIPTMOVE
Allow an actor to be selected and given an action to perform. This is done in the form of playing an animation.
f_fMoveTo values:
This entity was introduced in Half-Life (1998).
Public Member Functions | |
| void | scripted_sequence (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 | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. | |
| 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. | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| virtual void | Touch (entity) |
| Called whenever we're touching another entity. | |
| virtual void | DebugDraw (void) |
| nonvirtual void | RunOnEntity (entity) |
| nonvirtual void | InitIdle (void) |
| void scripted_sequence::scripted_sequence | ( | void | ) |
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virtual |
Reimplemented from ncPointTrigger.
| void scripted_sequence::InitIdle | ( | void | ) |
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virtual |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncPointTrigger.
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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.
| void scripted_sequence::RunOnEntity | ( | entity | targ | ) |
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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.
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virtual |
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virtual |
Called whenever we're touching another entity.
Reimplemented from ncTrigger.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.