Nuclide
Software Development Kit for id Technology (BETA)
ncCharger Class Reference

About this class

Server-Entity: Recharging Station.

QUAKED ncCharger (0 .5 .8) ?

OVERVIEW

Object that fills up the health, armor or ammo values of an entity that's interacting with it without removing itself from the world.

Can be used, but a player can also stand within its volume when set up that way.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "snd_first" : Sound to play when first used.
  • "snd_charging" : Sound to play when first charging.
  • "snd_done" : Sound to play when first finished charging.
Inheritance diagram for ncCharger:
ncRenderableEntity

Public Member Functions

void ncCharger (void)
 
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...
 
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 customphysics (void)
 
virtual void OnPlayerUse (void)
 
nonvirtual void ResetHealth (void)
 

Constructor & Destructor Documentation

◆ ncCharger()

void ncCharger::ncCharger ( void  )

Member Function Documentation

◆ customphysics()

void ncCharger::customphysics ( void  )
virtual

◆ OnPlayerUse()

void ncCharger::OnPlayerUse ( void  )
virtual

◆ ResetHealth()

void ncCharger::ResetHealth ( void  )

◆ Respawn()

void ncCharger::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from ncRenderableEntity.

◆ Restore()

void ncCharger::Restore ( string  strKey,
string  strValue 
)
virtual

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 ncRenderableEntity.

◆ Save()

void ncCharger::Save ( float  handle)
virtual

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 ncRenderableEntity.

◆ Spawned()

void ncCharger::Spawned ( void  )
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 ncCharger::SpawnKey ( string  strKey,
string  strValue 
)
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 ncRenderableEntity.


The documentation for this class was generated from the following file: