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Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Pushable Brush.
QUAKED func_pushable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE x x x x BREAKABLE
This is essentially the same entity as a func_breakable, but a player can push and pull it around the level.
It uses stepping player physics to move around. Please look at func_breakable for more entity keys, inputs and outputs.
The 'size' key only has to be specified when you use levels with hull-sizes.
This entity was introduced in Half-Life (1998).
Public Member Functions | |
| void | func_pushable (void) |
| virtual void | Spawned (void) |
| Called when the entity is fulled initialized. | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| virtual void | Save (float) |
| Handles saving a copy of this entity to a given filehandle. | |
| virtual void | Restore (string, string) |
| Similar to ncIO::SpawnKey() but for save-game fields. | |
| 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. | |
| virtual void | Touch (entity) |
| Called whenever we're touching another entity. | |
| virtual void | OnPlayerUse (void) |
| virtual void | OnRemoveEntity (void) |
| Handles what happens before the entity gets removed from the client game. | |
| void func_pushable::func_pushable | ( | void | ) |
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Handles what happens before the entity gets removed from the client game.
Reimplemented from ncRenderableEntity.
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from func_breakable.
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Similar to ncIO::SpawnKey() but for save-game fields.
Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.
Reimplemented from func_breakable.
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Handles saving a copy of this entity to a given filehandle.
Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from func_breakable.
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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 func_breakable.
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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 ncIO.
Reimplemented from func_breakable.
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Called whenever we're touching another entity.
Reimplemented from func_breakable.