Nuclide
Software Development Kit for id Tech
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Public Member Functions | |
void | prop_physics_multiplayer (void) |
virtual void | Init (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 | Touch (entity) |
Called whenever we're touching another entity. More... | |
virtual void | TouchThink (void) |
QUAKED prop_physics_multiplayer (1 0 0) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
Physics prop that is optimised for netplay. It either pushes the player away, or gets pushed away by the player. The simulation can take place on either client or server.
'physicsmode' can be one of three things:
This entity was introduced in Half-Life 2 (2004).
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSPhysicsEntity.
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 NSPhysicsEntity.
Called whenever we're touching another entity.
Reimplemented from NSPhysicsEntity.