Nuclide
Software Development Kit for id Technology
|
Server-Entity: AI Jump Hint.
QUAKED trigger_monsterjump (.5 .5 .5) ?
When monsters touch this volume, they will be forced to jump.
This entity was introduced in Quake (1996).
Public Member Functions | |
void | trigger_monsterjump (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 | Touch (entity) |
Called whenever we're touching another entity. More... | |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to NSIO::SpawnKey but for save-game fields. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
void trigger_monsterjump::trigger_monsterjump | ( | 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 NSBrushTrigger.
|
virtual |
Similar to NSIO::SpawnKey
but for save-game fields.
Whatever you write into file handles within your NSIO::Save()
method needs to be read back in here.
Reimplemented from NSEntity.
|
virtual |
Handles saving a copy of this entity to a given filehandle.
Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSEntity.
|
virtual |
|
virtual |
Called whenever we're touching another entity.
Reimplemented from NSTrigger.