![]() |
Nuclide
Software Development Kit for id Technology (BETA)
|
This entity class represents point-entity triggers.
It's primary function is to consistently set up triggers. In your sub-class you'll probably want to call ncTrigger::InitPointTrigger() inside its ncIO::Respawn() reimplementation.
Public Member Functions | |
| void | ncPointTrigger (void) |
| 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. | |
| virtual void | DebugDraw (void) |
| nonvirtual void | InitPointTrigger (void) |
| Sets up a point entity trigger with no size. | |
| void ncPointTrigger::ncPointTrigger | ( | void | ) |
|
virtual |
Reimplemented from ncEntity.
Reimplemented in light, ncSoundScape, path_track, and scripted_sequence.
| void ncPointTrigger::InitPointTrigger | ( | void | ) |
Sets up a point entity trigger with no size.
|
virtual |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncEntity.
Reimplemented in env_bubbles, env_cascade_light, env_explosion, env_fire, env_fog, env_fog_controller, env_instructor_hint, env_message, env_projectedtexture, env_soundscape, env_spark, game_counter, game_counter_set, info_node, info_node_air, info_particle_system, infodecal, light, light_dynamic, light_environment, logic_achievement, logic_auto, logic_case, logic_relay, logic_timer, monstermaker, multi_manager, multisource, ncSound, ncSpawnPoint, path_corner, path_track, phys_rope, point_camera, point_spotlight, point_trigger, random_speaker, random_trigger, scripted_sequence, targ_speaker, target_cdaudio, target_speaker, trigger_auto, trigger_camera, and trigger_relay.