Nuclide
Software Development Kit for id Tech
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Server-Entity: Static To Physics Converter. More...
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) |
Server-Entity: Static To Physics Converter.
QUAKED phys_convert (.5 .3 0) (-8 -8 -8) (8 8 8) ASLEEP DEBRIS
Turns a standard entity into a physically simulated one.
This entity was introduced in Half-Life 2 (2004).
void phys_convert::ConvertTarget | ( | entity | activatorEnt | ) |
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSPhysicsConstraint.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSEntity.
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.
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.
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.
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.