Nuclide
Software Development Kit for id Tech
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Public Member Functions | |
void | trigger_gravity (void) |
virtual void | Save (float) |
Handles saving a copy of this entity to a given filehandle. More... | |
virtual void | Restore (string, string) |
Similar to ::SpawnKey but for save-game fields. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
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... | |
QUAKED trigger_gravity (.5 .5 .5) ?
Volume that will, when an entity enters it, permanently alters how it experiences gravity.
"targetname" : Name "gravity" : Gravity multiplier.
Entities leaving the volume will NOT lose the gravity modifier. If you don't desire this behaviour, then make sure a trigger_gravity with a modifier value of "1.0" surrounds the aforementioned volume so it can reset itself. Other than that gravity will naturally reset when the entity respawns.
This entity was introduced in Quake II (1997).
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSEntity.
Similar to ::SpawnKey
but for save-game fields.
Whatever you write into file handles within your ::Save()
method needs to be read back in here.
Reimplemented from NSEntity.
Handles saving a copy of this entity to a given filehandle.
Within you want to use the ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from NSEntity.
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 NSEntity.
Called whenever we're touching another entity.
Reimplemented from NSTrigger.