Nuclide
Software Development Kit for id Tech
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Server-Entity: Interactive Moving Train. More...
Public Member Functions | |
void | func_tracktrain (void) |
virtual void | PredictPreFrame (void) |
virtual void | PredictPostFrame (void) |
virtual void | ReceiveEntity (float, float) |
Client: Handles network updates from the server for the associated entity. More... | |
virtual void | UpdateView (void) |
nonvirtual void | PathMoveForward (void) |
Call to move the tracktrain forward. More... | |
nonvirtual void | PathMoveBack (void) |
Call to move the tracktrain backward. More... | |
nonvirtual void | PathClear (void) |
Called when the current path is cleared, and a stop sound is played. More... | |
nonvirtual void | PathDone (void) |
Called when the current path is cleared, and a stop sound is played. More... | |
nonvirtual bool | IgnoresPitch (void) |
Returns if the train can pitch up/down. More... | |
nonvirtual path_track | GetTrackNodeForward (void) |
Returns the track node (path_track) ahead of the train. More... | |
nonvirtual path_track | GetTrackNodeBack (void) |
Returns the track node (path_track) back of the train. More... | |
nonvirtual vector | GetPointBetweenNodes (float) |
Returns a 3d position between two nodes at the specified progression. More... | |
nonvirtual vector | GetTrainPivotPoint (bool) |
nonvirtual void | RenderDebugInfo (void) |
nonvirtual bool | ControlCheck (entity) |
virtual void | Blocked (entity) |
Called whenever out movement is being blocked by an entity. More... | |
virtual void | OnPlayerUse (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 | TransitionComplete (void) |
Called when the entity has successfully completed a level transition. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. 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... | |
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 | PlayerInput (void) |
Server-Entity: Interactive Moving Train.
QUAKED func_tracktrain (0 .5 .8) ? NOPITCH NOUSER NOTSOLID
An interactive train that moves along a series of path_track entities. It turns and can respond to user input. It does not necessarily have to.
Upon level entry, the func_tracktrain will spawn right where its first path_track node is, as specified in target
.
This is so you can light the func_tracktrain somewhere else - like a lonely box somewhere outside the playable area.
If no targetname is specified, the train will move on its own at map-launch.
By default, any func_tracktrain can be interacted with by players. You can restrict the area in which the train can be used with a func_traincontrols entity. You can also set the NOUSER (2) spawnflag to disable it entirely.
This entity was introduced in Half-Life (1998).
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virtual |
Called whenever out movement is being blocked by an entity.
This is currently only relevant on entities that are of MOVETYPE_PUSH
.
Reimplemented from NSTrigger.
bool func_tracktrain::ControlCheck | ( | entity | toCheck | ) |
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from NSVehicle.
vector func_tracktrain::GetPointBetweenNodes | ( | float | percentageValue | ) |
Returns a 3d position between two nodes at the specified progression.
Value between 0.0f - 1.0f, 1.0 being closest to the next node heading forward.
path_track func_tracktrain::GetTrackNodeBack | ( | void | ) |
Returns the track node (path_track) back of the train.
path_track func_tracktrain::GetTrackNodeForward | ( | void | ) |
Returns the track node (path_track) ahead of the train.
vector func_tracktrain::GetTrainPivotPoint | ( | bool | drivingBackwards | ) |
bool func_tracktrain::IgnoresPitch | ( | void | ) |
Returns if the train can pitch up/down.
Called when the current path is cleared, and a stop sound is played.
Called when the current path is cleared, and a stop sound is played.
Client: Handles network updates from the server for the associated entity.
Reimplemented from NSVehicle.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSSurfacePropEntity.
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 NSVehicle.
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 NSVehicle.
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from NSVehicle.
Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned();
inside your method when overriding.
Reimplemented from NSSurfacePropEntity.
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 NSSurfacePropEntity.
Called when the entity has successfully completed a level transition.
Reimplemented from NSIO.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.