Nuclide
Software Development Kit for id Tech
monster_furniture Class Reference

Server-Entity: Scripted Sequence Prop. More...

Inheritance diagram for monster_furniture:
NSMonster

Public Member Functions

void monster_furniture (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...
 

Detailed Description

Server-Entity: Scripted Sequence Prop.

QUAKED monster_furniture (1 0 0) (-8 -8 -8) (8 8 8)

OVERVIEW

Used for props to be animated within a scripted sequence.

KEYS

  • "targetname" : Name
  • "angles" : Sets the pitch, yaw and roll angles of the model.
  • "model" : Model file that will be displayed by the entity.
  • "solid" : 0 - None - 2 = bbox (defauLt), 6 = bsp/per-poly Collision.

TRIVIA

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

Constructor & Destructor Documentation

◆ monster_furniture()

void monster_furniture::monster_furniture ( void  )

Member Function Documentation

◆ Respawn()

void monster_furniture::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 NSMonster.

◆ SpawnKey()

void monster_furniture::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 NSMonster.


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