Nuclide
Software Development Kit for id Tech
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Shared-Entity: Achievement Manager. More...
Public Member Functions | |
void | logic_achievement (void) |
virtual void | Save (float) |
overrides 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 | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
virtual void | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
nonvirtual void | CallEvent (entity) |
Shared-Entity: Achievement Manager.
QUAKED logic_achievement (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
Unlocks achievements or aids in the progression of them.
Ensure to prefix the value of the AchievementEvent
key with ACHIEVEMENT_EVENT_
. For example, if you are using SteamWorks and have your achievement on there named FOOBAR
then you want the value to be ACHIEVEMENT_EVENT_FOOBAR
.
This entity was introduced in The Orange Box (2007) for Xbox 360.
void logic_achievement::CallEvent | ( | entity | targetPlayer | ) |
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSPointTrigger.
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 NSPointTrigger.
overrides
Reimplemented from NSPointTrigger.
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.
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 NSPointTrigger.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.