Nuclide
Software Development Kit for id Tech
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Server-Entity: Linear Moving Brush. More...
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 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 | 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... | |
Server-Entity: Linear Moving Brush.
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).
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virtual |
Called whenever out movement is being blocked by an entity.
This is currently only relevant on entities that are of MOVETYPE_PUSH
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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 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 NSRenderableEntity.
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 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.