Nuclide
Software Development Kit for id Tech
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Public Member Functions | |
void | target_cdaudio (void) |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ::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 | 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 | Touch (entity) |
Called whenever we're touching another entity. More... | |
QUAKED target_cdaudio (1 0 0) (-8 -8 -8) (8 8 8)
A radius based trigger_cdaudio. Disables itself upon activation.
I honestly don't know what the point is, as trigger_cdaudio should act the same in practice.
This entity was introduced in Half-Life (1998).
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSPointTrigger.
Similar to ::SpawnKey
but for save-game fields.
Whatever you write into file handles within your ::Save()
method needs to be read back in here.
Reimplemented from NSPointTrigger.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSPointTrigger.
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 NSIO.
Reimplemented from NSPointTrigger.
Called whenever we're touching another entity.
Reimplemented from NSTrigger.