Nuclide
Software Development Kit for id Tech
item_recharge Class Reference

Server-Entity: Health Charging Station. More...

Inheritance diagram for item_recharge:
NSRenderableEntity

Public Member Functions

void item_recharge (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to NSIO::SpawnKey but for save-game fields. More...
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void customphysics (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 OnPlayerUse (void)
 
nonvirtual void Deploy (void)
 
nonvirtual void Retract (void)
 
nonvirtual void ResetHealth (void)
 
nonvirtual void UpdateProgress (void)
 
nonvirtual void Disable (void)
 
nonvirtual void Enable (void)
 
nonvirtual void GiveShot (void)
 
nonvirtual void RetractShot (void)
 

Detailed Description

Server-Entity: Health Charging Station.

QUAKED item_recharge (0 .5 .8) ?

OVERVIEW

Brush that fills up your health when used, to a maximum of 100 HP.

A working item_recharge, mounted against a wall

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "snd_first" : Sound to play when first used.
  • "snd_charging" : Sound to play when first charging.
  • "snd_done" : Sound to play when first finished charging.

TRIVIA

This entity was introduced in Half-Life for PS2 (2001).

Constructor & Destructor Documentation

◆ item_recharge()

void item_recharge::item_recharge ( void  )

Member Function Documentation

◆ customphysics()

void item_recharge::customphysics ( void  )
virtual

◆ Deploy()

void item_recharge::Deploy ( void  )

◆ Disable()

void item_recharge::Disable ( void  )

◆ Enable()

void item_recharge::Enable ( void  )

◆ GiveShot()

void item_recharge::GiveShot ( void  )

◆ OnPlayerUse()

void item_recharge::OnPlayerUse ( void  )
virtual

◆ ResetHealth()

void item_recharge::ResetHealth ( void  )

◆ Respawn()

void item_recharge::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 NSRenderableEntity.

◆ Restore()

void item_recharge::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to NSIO::SpawnKey but for save-game fields.

Whatever you write into file handles within your NSIO::Save() method needs to be read back in here.

Reimplemented from NSRenderableEntity.

◆ Retract()

void item_recharge::Retract ( void  )

◆ RetractShot()

void item_recharge::RetractShot ( void  )

◆ Save()

void item_recharge::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from NSRenderableEntity.

◆ Spawned()

void item_recharge::Spawned ( void  )
virtual

Called when the entity is fulled initialized.

Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned(); inside your method when overriding.

Reimplemented from NSEntity.

◆ SpawnKey()

void item_recharge::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 NSRenderableEntity.

◆ UpdateProgress()

void item_recharge::UpdateProgress ( void  )

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