Nuclide
Software Development Kit for id Tech
trigger_monsterjump Class Reference

Server-Entity: AI Jump Hint. More...

Inheritance diagram for trigger_monsterjump:
NSBrushTrigger

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...
 

Detailed Description

Server-Entity: AI Jump Hint.

QUAKED trigger_monsterjump (.5 .5 .5) ?

OVERVIEW

When monsters touch this volume, they will be forced to jump.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "speed" : Speed of the jump.
  • "height" : Height of the jump.

TRIVIA

This entity was introduced in Quake (1996).

Constructor & Destructor Documentation

◆ trigger_monsterjump()

void trigger_monsterjump::trigger_monsterjump ( void  )

Member Function Documentation

◆ Respawn()

void trigger_monsterjump::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 NSBrushTrigger.

◆ Restore()

void trigger_monsterjump::Restore ( string  strKey,
string  strValue 
)
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.

◆ Save()

void trigger_monsterjump::Save ( float  handle)
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.

◆ SpawnKey()

void trigger_monsterjump::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 NSIO.

Reimplemented from NSEntity.

◆ Touch()

void trigger_monsterjump::Touch ( entity  eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from NSTrigger.


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