Nuclide
Software Development Kit for id Tech
func_healthcharger Class Reference
Inheritance diagram for func_healthcharger:
NSRenderableEntity

Public Member Functions

void func_healthcharger (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 Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void customphysics (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 OnPlayerUse (void)
 
nonvirtual void ResetHealth (void)
 

Detailed Description

QUAKED func_healthcharger (0 .5 .8) ?

OVERVIEW

Brush that fills up your health when used, to a maximum of 100 HP.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "snd_first" : Sound to play when first used.
  • "snd_charging" : Sound to play when first charging.
  • "snd_done" : Sound to play when first finished charging.

TRIVIA

This entity was introduced in Half-Life (1998).

Constructor & Destructor Documentation

◆ func_healthcharger()

void func_healthcharger::func_healthcharger ( void  )

Member Function Documentation

◆ customphysics()

void func_healthcharger::customphysics ( void  )
virtual

◆ OnPlayerUse()

void func_healthcharger::OnPlayerUse ( void  )
virtual

◆ ResetHealth()

void func_healthcharger::ResetHealth ( void  )

◆ Respawn()

void func_healthcharger::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 NSRenderableEntity.

◆ Restore()

void func_healthcharger::Restore ( string  strKey,
string  strValue 
)
virtual

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 NSRenderableEntity.

◆ Save()

void func_healthcharger::Save ( float  handle)
virtual

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 NSRenderableEntity.

◆ Spawned()

void func_healthcharger::Spawned ( 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 NSEntity.

◆ SpawnKey()

void func_healthcharger::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 NSRenderableEntity.


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