Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Teleportation Volume.
QUAKED trigger_teleport (.5 .5 .5) ? CLIENTS NPCS PUSHABLES PHYSICS FRIENDLIES CLIENTSINVEHICLES EVERYTHING x x CLIENTSNOTINVEHICLES DEBRIS NPCSINVEHICLES NOBOTS
Teleportation volume. Teleports anything it touches to the position of any entity set as the "target".
These work when 'StartDisabled' is not set in the entity definition.
Works best with info_teleport_destination, but you can in theory use any other point entity as well.
This entity was introduced in Quake (1996).
Public Member Functions | |
void | trigger_teleport (void) |
virtual void | Touch (entity) |
Called whenever we're touching another entity. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. 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 | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. 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... | |
nonvirtual bool | CanPass (ncEntity) |
void trigger_teleport::trigger_teleport | ( | void | ) |
bool trigger_teleport::CanPass | ( | ncEntity | target | ) |
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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 ncBrushTrigger.
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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 ncEntity.
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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 ncEntity.
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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 ncEntity.
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Called whenever we're touching another entity.
Reimplemented from ncTrigger.