|  | Nuclide
    Software Development Kit for id Technology (BETA) | 
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. | |
| virtual void | Touch (entity) | 
| Called whenever we're touching another entity. | |
| virtual void | Save (float) | 
| Handles saving a copy of this entity to a given filehandle. | |
| virtual void | Restore (string, string) | 
| Similar to ncIO::SpawnKey() but for save-game fields. | |
| virtual void | SpawnKey (string, string) | 
| This method handles entity key/value pairs on map load. | |
| 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 ncBrushTrigger.
| 
 | 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 ncEntity.
| 
 | 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 ncEntity.
| 
 | virtual | 
| 
 | virtual | 
Called whenever we're touching another entity.
Reimplemented from ncTrigger.