Nuclide
Software Development Kit for id Technology (BETA)

About this class

Shared-Entity: Conveyor Belt.

QUAKED func_conveyor (0 .5 .8) ? SF_CONVEYOR_VISUAL SF_CONVEYOR_NOTSOLID

OVERVIEW

A conveyor belt entity. Texture will move along in the direction and speed of the conveyor.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.

SPAWNFLAGS

  • SF_CONVEYOR_VISUAL (1) : This conveyor does not affect entities physically.
  • SF_CONVEYOR_NOTSOLID (2) : This conveyor is non-solid.

TRIVIA

This entity was introduced in Quake II (1997).

Inheritance diagram for func_conveyor:
ncRenderableEntity

Public Member Functions

void func_conveyor (void)
 
virtual void Touch (entity)
 Called whenever we're touching another entity. More...
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ncIO::SpawnKey() but for save-game fields. More...
 
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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
virtual void SetMovementDirection (void)
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network. More...
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 

Constructor & Destructor Documentation

◆ func_conveyor()

void func_conveyor::func_conveyor ( void  )

Member Function Documentation

◆ EvaluateEntity()

void func_conveyor::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from ncRenderableEntity.

◆ Input()

void func_conveyor::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from ncRenderableEntity.

◆ ReceiveEntity()

void func_conveyor::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from ncRenderableEntity.

◆ Respawn()

void func_conveyor::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 ncRenderableEntity.

◆ Restore()

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

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 ncRenderableEntity.

◆ Save()

void func_conveyor::Save ( float  handle)
virtual

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 ncRenderableEntity.

◆ SendEntity()

float func_conveyor::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from ncRenderableEntity.

◆ SetMovementDirection()

void func_conveyor::SetMovementDirection ( void  )
virtual

◆ SpawnKey()

void func_conveyor::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 ncIO.

Reimplemented from ncRenderableEntity.

◆ Touch()

void func_conveyor::Touch ( entity  eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from ncTrigger.

◆ Trigger()

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

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

Reimplemented from ncTrigger.


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