Nuclide
Software Development Kit for id Technology (BETA)
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About this class

Server-Entity: Tracktrain Path Node.

QUAKED path_track (.5 .3 0) (-8 -8 -8) (8 8 8) DISABLED FIRE_ONCE BRANCHREVERSE DISABLETRAIN

OVERVIEW

Node entities used for func_tracktrains. It's like a path_corner, but for tracktrains.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "altpath" : When enabled, will point to this instead.
  • "netname" : Target to trigger when the train gets stopped here.

INPUTS

  • "ToggleAlternatePath" : Toggles between target and altpath.
  • "EnableAlternatePath" : Next node will be the one set in altpath.
  • "DisableAlternatePath" : Next node will be the one set in target.
  • "TogglePath" : Toggles the ability to use this node.
  • "EnablePath" : Enables the ability to use this node.
  • "DisablePath" : Disables the ability to use this node.

SPAWNFLAGS

  • DISABLED (1) : Start disabled.
  • FIRE_ONCE (2) : Fire pass target once.
  • BRANCHREVERSE (4) : Complicated.
  • DISABLETRAIN (8) : Disables train when it passes.

TRIVIA

This entity was introduced in Half-Life (1998).

Inheritance diagram for path_track:
path_corner

Public Member Functions

void path_track (void)
 
nonvirtual void PathEndTrigger (entity, triggermode_t)
 
virtual void DebugDraw (void)
 
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.
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load.
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle.
 
virtual void Restore (string, string)
 Similar to ncIO::SpawnKey() but for save-game fields.
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function.
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message.
 
virtual string GetPathTarget (void)
 
virtual string GetSelfTarget (void)
 
virtual path_corner GetPathTargetEntity (void)
 
virtual path_corner GetSelfTargetEntity (void)
 
virtual bool DisablesTrain (void)
 

Constructor & Destructor Documentation

◆ path_track()

void path_track::path_track ( void )

Member Function Documentation

◆ DebugDraw()

void path_track::DebugDraw ( void )
virtual

Reimplemented from ncPointTrigger.

◆ DisablesTrain()

bool path_track::DisablesTrain ( void )
virtual

Reimplemented from path_corner.

◆ GetPathTarget()

string path_track::GetPathTarget ( void )
virtual

Reimplemented from path_corner.

◆ GetPathTargetEntity()

path_corner path_track::GetPathTargetEntity ( void )
virtual

Reimplemented from path_corner.

◆ GetSelfTarget()

string path_track::GetSelfTarget ( void )
virtual

Reimplemented from path_corner.

◆ GetSelfTargetEntity()

path_corner path_track::GetSelfTargetEntity ( void )
virtual

Reimplemented from path_corner.

◆ Input()

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

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

Reimplemented from ncEntity.

◆ PathEndTrigger()

void path_track::PathEndTrigger ( entity activatingEntity,
triggermode_t triggerMode )

◆ Respawn()

void path_track::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 path_corner.

◆ Restore()

void path_track::Restore ( string keyName,
string setValue )
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 path_corner.

◆ Save()

void path_track::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 path_corner.

◆ SpawnKey()

void path_track::SpawnKey ( string keyName,
string setValue )
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 path_corner.

◆ Trigger()

void path_track::Trigger ( entity act,
triggermode_t state )
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from path_corner.


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