Nuclide
Software Development Kit for id Tech
path_corner Class Reference
Inheritance diagram for path_corner:
NSPointTrigger path_track

Public Member Functions

void path_corner (void)
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
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 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 string GetPathTarget (void)
 
virtual string GetSelfTarget (void)
 
virtual path_corner GetPathTargetEntity (void)
 
virtual path_corner GetSelfTargetEntity (void)
 
virtual bool DisablesTrain (void)
 
virtual void PathPassTrigger (entity, triggermode_t)
 

Constructor & Destructor Documentation

◆ path_corner()

void path_corner::path_corner ( void  )

Member Function Documentation

◆ DisablesTrain()

bool path_corner::DisablesTrain ( void  )
virtual

Reimplemented in path_track.

◆ GetPathTarget()

string path_corner::GetPathTarget ( void  )
virtual

Reimplemented in path_track.

◆ GetPathTargetEntity()

path_corner path_corner::GetPathTargetEntity ( void  )
virtual

Reimplemented in path_track.

◆ GetSelfTarget()

string path_corner::GetSelfTarget ( void  )
virtual

Reimplemented in path_track.

◆ GetSelfTargetEntity()

path_corner path_corner::GetSelfTargetEntity ( void  )
virtual

Reimplemented in path_track.

◆ PathPassTrigger()

void path_corner::PathPassTrigger ( entity  activatingEntity,
triggermode_t  triggerMode 
)
virtual

◆ Respawn()

void path_corner::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 NSPointTrigger.

Reimplemented in path_track.

◆ Restore()

void path_corner::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 NSPointTrigger.

Reimplemented in path_track.

◆ Save()

void path_corner::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 NSPointTrigger.

Reimplemented in path_track.

◆ Spawned()

void path_corner::Spawned ( void  )
virtual

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 NSEntity.

◆ SpawnKey()

void path_corner::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.

Reimplemented in path_track.

◆ Trigger()

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

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

Reimplemented from NSTrigger.

Reimplemented in path_track.


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