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void | team_control_point (void) |
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virtual void | Spawned (void) |
| Called when the entity is fulled initialized.
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virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load.
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virtual void | Input (entity, string, string) |
| Called when we are being prompted by another object/function with an input message.
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◆ team_control_point()
void team_control_point::team_control_point |
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void | | ) |
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◆ Input()
void team_control_point::Input |
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entity | eAct, |
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string | strInput, |
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string | strData ) |
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virtual |
Called when we are being prompted by another object/function with an input message.
Reimplemented from ncEntity.
◆ Spawned()
void team_control_point::Spawned |
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void | | ) |
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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 ncEntity.
◆ SpawnKey()
void team_control_point::SpawnKey |
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string | keyName, |
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string | setValue ) |
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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 ncEntity.
The documentation for this class was generated from the following file:
- src/gs-entbase/server/team_control_point.qc