Nuclide
Software Development Kit for id Technology (BETA)
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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. More... | |
virtual void | DebugDraw (void) |
nonvirtual void | InitPointTrigger (void) |
Sets up a point entity trigger with no size. 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... | |
void ncPointTrigger::ncPointTrigger | ( | void | ) |
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virtual |
Reimplemented from ncEntity.
Reimplemented in light, path_track, scripted_sequence, and ncSoundScape.
void ncPointTrigger::InitPointTrigger | ( | void | ) |
Sets up a point entity trigger with no size.
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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 light_environment, env_explosion, env_message, env_spark, game_counter, game_counter_set, info_node, info_node_air, infodecal, light, logic_auto, logic_case, logic_relay, logic_timer, monstermaker, multi_manager, multisource, path_corner, path_track, point_camera, point_trigger, random_speaker, random_trigger, scripted_sequence, targ_speaker, target_cdaudio, target_speaker, trigger_auto, trigger_relay, env_bubbles, env_cascade_light, env_fire, env_fog, env_fog_controller, env_instructor_hint, env_projectedtexture, info_particle_system, light_dynamic, logic_achievement, phys_rope, point_spotlight, trigger_camera, ncSound, and ncSpawnPoint.
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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.
Reimplemented in env_explosion, env_global, env_hudhint, env_message, env_physexplosion, env_shake, env_spark, game_counter, game_counter_set, game_player_equip, game_player_hurt, game_score, game_team_master, game_text, info_hint, infodecal, light, logic_auto, logic_case, logic_timer, monstermaker, multi_manager, path_corner, path_track, point_camera, point_trigger, random_speaker, random_trigger, scripted_sentence, scripted_sequence, targ_speaker, target_cdaudio, trigger_auto, trigger_changetarget, trigger_relay, env_bubbles, env_cascade_light, env_fog, env_fog_controller, env_instructor_hint, info_waypoint, logic_achievement, phys_rope, trigger_camera, and ncSoundScape.
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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.
Reimplemented in env_explosion, env_global, env_hudhint, env_message, env_physexplosion, env_shake, env_spark, game_counter, game_counter_set, game_player_equip, game_player_hurt, game_score, game_team_master, game_text, info_hint, infodecal, light, logic_auto, logic_case, logic_timer, monstermaker, multi_manager, path_corner, path_track, point_camera, point_trigger, random_speaker, random_trigger, scripted_sentence, scripted_sequence, targ_speaker, target_cdaudio, trigger_auto, trigger_changetarget, trigger_relay, env_bubbles, env_cascade_light, env_fog, env_fog_controller, env_instructor_hint, info_waypoint, logic_achievement, phys_rope, trigger_camera, and ncSoundScape.
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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.
Reimplemented in infodecal, light_environment, env_explosion, env_global, env_hudhint, env_message, env_physexplosion, env_shake, env_sound, env_spark, game_counter, game_counter_set, game_player_equip, game_player_hurt, game_score, game_team_master, game_text, info_hint, infodecal, light, light_environment, logic_auto, logic_case, logic_relay, logic_timer, monstermaker, multi_manager, path_corner, path_track, point_camera, point_trigger, random_speaker, random_trigger, scripted_sentence, scripted_sequence, targ_speaker, target_cdaudio, target_speaker, trigger_auto, trigger_changetarget, trigger_relay, env_bubbles, env_cascade_light, env_fire, env_fog, env_fog_controller, env_instructor_hint, env_projectedtexture, info_particle_system, info_waypoint, light_dynamic, logic_achievement, phys_rope, point_spotlight, trigger_camera, and ncSoundScape.