Nuclide
Software Development Kit for id Technology
info_waypoint Class Reference

About this class

Shared-Entity: Objective/Waypoint Hint.

QUAKED info_waypoint (0 1 0) (-8 -8 -8) (8 8 8)

OVERVIEW

When active, will display an icon and text at its position that can be seen by players.

KEYS

  • "targetname" : Name
  • "Image" : Path of the material that the game will use for the icon.
  • "Text" : A localised string to display next to it.

INPUTS

  • "Enable" : Enable the entity.
  • "Disable" : Disable the entity.
  • "Toggle" : Toggles between enabled/disabled states.

TRIVIA

This entity was introduced in Obsidian Conflict (2006).

Inheritance diagram for info_waypoint:
NSPointTrigger

Public Member Functions

void info_waypoint (void)
 
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 NSIO::SpawnKey but for save-game fields. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network. More...
 
virtual float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual void postdraw (void)
 Client: Run after the rendering of 3D world is complete. More...
 

Constructor & Destructor Documentation

◆ info_waypoint()

void info_waypoint::info_waypoint ( void  )

Member Function Documentation

◆ EvaluateEntity()

void info_waypoint::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from NSEntity.

◆ Input()

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

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

Reimplemented from NSEntity.

◆ postdraw()

void info_waypoint::postdraw ( void  )
virtual

Client: Run after the rendering of 3D world is complete.

2D calls can happen here.

Reimplemented from NSEntity.

◆ ReceiveEntity()

void info_waypoint::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from NSEntity.

◆ Restore()

void info_waypoint::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 NSPointTrigger.

◆ Save()

void info_waypoint::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 NSPointTrigger.

◆ SendEntity()

float info_waypoint::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from NSEntity.

◆ SpawnKey()

void info_waypoint::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 NSPointTrigger.

◆ Trigger()

void info_waypoint::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: