Nuclide
Software Development Kit for id Technology (BETA)

About this class

Server-Entity: Decorative Animated Entity.

QUAKED item_generic (1 0 0) (-8 -8 -8) (8 8 8)

OVERVIEW

A 'generic' decorative entity which uses an animation sequence.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "sequencename" : Animation sequence to play, by name.
  • "body" : Which bodygroup to use.
  • "skin" : Which skin to use.

TRIVIA

This entity was introduced in Half-Life: Opposing Force (1999).

Inheritance diagram for item_generic:
ncRenderableEntity

Public Member Functions

void item_generic (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 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...
 

Constructor & Destructor Documentation

◆ item_generic()

void item_generic::item_generic ( void  )

Member Function Documentation

◆ Respawn()

void item_generic::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 item_generic::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 item_generic::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.

◆ SpawnKey()

void item_generic::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: