Nuclide
Software Development Kit for id Tech
phys_ballsocket Class Reference

Server-Entity: Ballsocket Physics Constraint. More...

Inheritance diagram for phys_ballsocket:
NSPhysicsConstraint

Public Member Functions

void phys_ballsocket (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...
 
nonvirtual void AfterSpawn (void)
 

Detailed Description

Server-Entity: Ballsocket Physics Constraint.

QUAKED phys_ballsocket (.5 .3 0) (-8 -8 -8) (8 8 8) BREAKCOLL x INACTIVE MASS NOCONNECT

OVERVIEW

Creates a connection between two entities in the form of a 'ballsocket'.

KEYS

  • "targetname" : Name
  • "attach1" : Entity 1
  • "attach2" : Entity 2

INPUTS

  • "Break" : Forcefully break the constraint.
  • "TurnOn" : Turn
  • "TurnOff" : Disables the constraint

SPAWNFLAGS

  • BREAKCOLL (1) : No collision until the connection breaks.
  • INACTIVE (4) : Starts inactive.
  • MASS (8) : Mass Hack.
  • NOCONNECT (16) : Will not connect entities until turned on via Inputs.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Constructor & Destructor Documentation

◆ phys_ballsocket()

void phys_ballsocket::phys_ballsocket ( void  )

Member Function Documentation

◆ AfterSpawn()

void phys_ballsocket::AfterSpawn ( void  )

◆ Respawn()

void phys_ballsocket::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 NSEntity.


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