Nuclide
Software Development Kit for id Technology (BETA)

About this class

Server-Entity: Physics Upright Controller.

QUAKED phys_keepupright (.5 .3 0) (-8 -8 -8) (8 8 8) INACTIVE

OVERVIEW

Keep an entity upright.

KEYS

  • "targetname" : Name
  • "attach1" : Entity 1
  • "angularlimit" : The limit of angular velocity this can clamp.

INPUTS

  • "TurnOn" : Make Entity 1 upright.
  • "TurnOff" : Make Entity 1 no longer upright.

SPAWNFLAGS

  • INACTIVE (1) : Starts inactive.

TRIVIA

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

Inheritance diagram for phys_keepupright:
ncPhysicsConstraint

Public Member Functions

void phys_keepupright (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ncIO::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...
 
nonvirtual void AfterSpawn (void)
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 

Constructor & Destructor Documentation

◆ phys_keepupright()

void phys_keepupright::phys_keepupright ( void  )

Member Function Documentation

◆ AfterSpawn()

void phys_keepupright::AfterSpawn ( void  )

◆ Input()

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

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

Reimplemented from ncPhysicsConstraint.

◆ Respawn()

void phys_keepupright::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 ncEntity.

◆ Restore()

void phys_keepupright::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to ncIO::SpawnKey() but for save-game fields.

Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.

Reimplemented from ncPhysicsConstraint.

◆ Save()

void phys_keepupright::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from ncPhysicsConstraint.

◆ SpawnKey()

void phys_keepupright::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 ncIO.

Reimplemented from ncPhysicsConstraint.


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