Nuclide
Software Development Kit for id Tech
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Public Member Functions | |
void | func_train (void) |
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 | 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... | |
nonvirtual void | SoundMove (void) |
nonvirtual void | SoundStop (void) |
nonvirtual void | AfterSpawn (void) |
nonvirtual void | PathNext (void) |
nonvirtual void | PathMove (void) |
nonvirtual void | PathDone (void) |
virtual void | Blocked (entity) |
Called whenever out movement is being blocked by an entity. More... | |
QUAKED func_train (0 .5 .8) ? WAIT x x NOT_SOLID
Moving platform following along path_corner entities, aka nodes. Most of its behaviour is controlled by the path_corner entities it passes over. See the entity definition for path_corner to find out more.
Upon level entry, the func_train will spawn right where its first path_corner node is. This is so you can light the func_train 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.
Marking the func_train with the spawnflag NOT_SOLID will make entities not collide with the train. This is best used for things in the distance or for when lasers are following this train as a sort of guide.
This entity was introduced in Quake (1996).
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.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSRenderableEntity.
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 NSRenderableEntity.
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 NSRenderableEntity.
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.
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 NSRenderableEntity.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.