Nuclide
Software Development Kit for id Tech
multisource Class Reference
Inheritance diagram for multisource:
NSPointTrigger game_team_master

Public Member Functions

void multisource (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 int QueryTargets (void)
 
virtual int GetValue (entity)
 Returns what we will pass onto other's ::GetMaster() calls if we're their master. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 

Detailed Description

QUAKED multisource (1 0 0) (-8 -8 -8) (8 8 8)

OVERVIEW

An AND-gate of sorts. Every entity that targets this must return a positive state for it to trigger its target.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "globalstate" : env_global variable to track.
  • "delay" : Delay until we trigger our target.

TRIVIA

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

Constructor & Destructor Documentation

◆ multisource()

void multisource::multisource ( void  )

Member Function Documentation

◆ GetValue()

int multisource::GetValue ( entity  queryingEntity)
virtual

Returns what we will pass onto other's ::GetMaster() calls if we're their master.

Reimplemented from NSTrigger.

Reimplemented in game_team_master.

◆ QueryTargets()

int multisource::QueryTargets ( void  )
virtual

◆ Respawn()

void multisource::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 NSPointTrigger.

◆ Trigger()

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

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

Reimplemented from NSTrigger.

Reimplemented in game_team_master.


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