Nuclide
Software Development Kit for id Tech
path_track Class Reference
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. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
virtual string GetPathTarget (void)
 
virtual string GetSelfTarget (void)
 
virtual path_corner GetPathTargetEntity (void)
 
virtual path_corner GetSelfTargetEntity (void)
 
virtual bool DisablesTrain (void)
 

Detailed Description

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).

Constructor & Destructor Documentation

◆ path_track()

void path_track::path_track ( void  )

Member Function Documentation

◆ DebugDraw()

void path_track::DebugDraw ( void  )
virtual

Reimplemented from NSPointTrigger.

◆ 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 NSEntity.

◆ 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  strKey,
string  strValue 
)
virtual

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 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 ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from path_corner.

◆ SpawnKey()

void path_track::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 NSIO.

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: