Nuclide
Software Development Kit for id Technology
phys_convert Class Reference

About this class

Server-Entity: Static To Physics Converter.

QUAKED phys_convert (.5 .3 0) (-8 -8 -8) (8 8 8) ASLEEP DEBRIS

OVERVIEW

Turns a standard entity into a physically simulated one.

KEYS

  • "targetname" : Name
  • "target" : Entity 1
  • "swapmodel" : Model override.
  • "massoverride" : Optional new mass.

INPUTS

  • "ConvertTarget" : Triggers the conversion.

OUTPUTS

  • "OnConvert" : Triggered after successful conversion.

SPAWNFLAGS

  • ASLEEP (1) : Don't activate motion when conversion is done.
  • DEBRIS (2) : Makes converted entity non-solid.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Inheritance diagram for phys_convert:
NSPhysicsConstraint

Public Member Functions

void phys_convert (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 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 Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
nonvirtual void AfterSpawn (void)
 
nonvirtual void ConvertTarget (entity)
 

Constructor & Destructor Documentation

◆ phys_convert()

void phys_convert::phys_convert ( void  )

Member Function Documentation

◆ AfterSpawn()

void phys_convert::AfterSpawn ( void  )

◆ ConvertTarget()

void phys_convert::ConvertTarget ( entity  activatorEnt)

◆ Input()

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

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

Reimplemented from NSPhysicsConstraint.

◆ Respawn()

void phys_convert::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 NSEntity.

◆ Restore()

void phys_convert::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 NSPhysicsConstraint.

◆ Save()

void phys_convert::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 NSPhysicsConstraint.

◆ Spawned()

void phys_convert::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 NSPhysicsConstraint.

◆ SpawnKey()

void phys_convert::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 NSPhysicsConstraint.


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