Nuclide
Software Development Kit for id Technology (BETA)
trigger_camera Class Reference

About this class

Shared-Entity: Camera System Trigger.

QUAKED trigger_camera (.5 .5 .5) (-8 -8 -8) (8 8 8)

OVERVIEW

Forces a camera change when triggered.

KEYS

  • "targetname" : Name
  • "target" : Camera aims at this target.
  • "moveto" : First path_corner entity, if present.
  • "wait" : The total time the camera effect is active.

NOTES

The client who triggers it will get its camera perspective changed to this trigger_camera. It is capable of following a track in case "moveto" is set. The movement finishes independently of the "wait" key. In case you are follow a path, the triggers of the respective path_corners will be respected.

TRIVIA

This entity was introduced in Half-Life (1998).

Inheritance diagram for trigger_camera:
ncPointTrigger point_viewcontrol

Public Member Functions

void trigger_camera (void)
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ncIO::SpawnKey() but for save-game fields. More...
 
virtual void NextPath (void)
 
virtual void GoToTarget (void)
 
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 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 SpawnKey (string, string)
 This method handles entity key/value pairs on map load. 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 EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network. More...
 
nonvirtual void DeactivateCamera (void)
 

Constructor & Destructor Documentation

◆ trigger_camera()

void trigger_camera::trigger_camera ( void  )

Member Function Documentation

◆ DeactivateCamera()

void trigger_camera::DeactivateCamera ( void  )

◆ EvaluateEntity()

void trigger_camera::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncEntity.

◆ GoToTarget()

void trigger_camera::GoToTarget ( void  )
virtual

◆ Input()

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

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

Reimplemented from ncEntity.

◆ NextPath()

void trigger_camera::NextPath ( void  )
virtual

◆ ReceiveEntity()

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

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

Reimplemented from ncEntity.

◆ Respawn()

void trigger_camera::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 ncPointTrigger.

◆ Restore()

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

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 ncPointTrigger.

◆ Save()

void trigger_camera::Save ( float  handle)
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 ncPointTrigger.

◆ SendEntity()

float trigger_camera::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncEntity.

◆ SpawnKey()

void trigger_camera::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 ncIO.

Reimplemented from ncPointTrigger.

◆ Trigger()

void trigger_camera::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from ncTrigger.


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