|  | Nuclide
    Software Development Kit for id Technology (BETA) | 
Server-Entity: Voice Acted Sequence Controller.
QUAKED scripted_sentence (1 0 0) (-8 -8 -8) (8 8 8)
Triggers a sound event on the client side associated with an entity in the world. It'll enable mouth flapping and all sorts of other cool effects.
This entity was introduced in Half-Life (1998).
 
  
| Public Member Functions | |
| void | scripted_sentence (void) | 
| virtual void | Spawned (void) | 
| Called when the entity is fulled initialized. | |
| 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. | |
| virtual void | Trigger (entity, triggermode_t) | 
| Called whenever we're legacy triggered by another object or function. | |
| virtual void | Input (entity, string, string) | 
| Called when we are being prompted by another object/function with an input message. | |
| nonvirtual void | AllowRefire (void) | 
| nonvirtual void | SentenceEnded (void) | 
| void scripted_sentence::scripted_sentence | ( | void | ) | 
| void scripted_sentence::AllowRefire | ( | void | ) | 
| 
 | virtual | 
Called when we are being prompted by another object/function with an input message.
Reimplemented from ncEntity.
| 
 | 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.
| void scripted_sentence::SentenceEnded | ( | void | ) | 
| 
 | virtual | 
Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned(); inside your method when overriding. 
Reimplemented from ncEntity.
| 
 | virtual | 
| 
 | virtual | 
Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.