Nuclide
Software Development Kit for id Technology
|
Server-Entity: Breakable Brush Model.
QUAKED func_breakable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
Brush volume that can break into lots of little pieces.
The strength of the explosion decides the radius (magnitude * 2.5) and the maximum damage the explosion will do in the center. It has a linear fall-off.
Material-list:
This entity was introduced in Half-Life (1998).
Public Member Functions | |
void | func_breakable (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 | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. 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 | Pain (entity, entity, int, vector, vector, int) |
Called whenever the entity receives damage. More... | |
virtual void | Death (entity, entity, int, vector, vector, int) |
Called when the health is equal or below 0. More... | |
virtual void | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
virtual void | Explode (void) |
virtual void | Touch (entity) |
Called whenever we're touching another entity. More... | |
void func_breakable::func_breakable | ( | void | ) |
|
virtual |
Called when the health is equal or below 0.
Reimplemented from NSSurfacePropEntity.
|
virtual |
|
virtual |
Called whenever the entity receives damage.
Reimplemented from NSSurfacePropEntity.
|
virtual |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSSurfacePropEntity.
Reimplemented in func_pushable.
|
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 NSSurfacePropEntity.
Reimplemented in func_pushable.
|
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 NSSurfacePropEntity.
Reimplemented in func_pushable.
|
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 NSSurfacePropEntity.
Reimplemented in func_pushable.
|
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 NSSurfacePropEntity.
Reimplemented in func_pushable.
|
virtual |
Called whenever we're touching another entity.
Reimplemented from NSTrigger.
Reimplemented in func_pushable.
|
virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.