Nuclide
Software Development Kit for id Technology
phys_hinge Class Reference

About this class

Server-Entity: Hinge Physics Constraint.

QUAKED phys_hinge (.5 .3 0) (-8 -8 -8) (8 8 8) BREAKCOLL x INACTIVE MASS NOCONNECT

OVERVIEW

Creates a connection between two entities in the form of a hinge.

KEYS

  • "targetname" : Name
  • "attach1" : Entity 1
  • "attach2" : Entity 2
  • "hingefriction" : Friction in the hinge.
  • "hingeaxis" : Axis of the hinge. Technically the position it is aiming at.

INPUTS

  • "Break" : Forcefully break the constraint.
  • "TurnOn" : Turn
  • "TurnOff" : Disables the constraint
  • "SetAngularVelocity" : Applies rotation to the hinge motor.

SPAWNFLAGS

  • BREAKCOLL (1) : No collision until the connection breaks.
  • INACTIVE (4) : Starts inactive.
  • MASS (8) : Mass Hack.
  • NOCONNECT (16) : Will not connect entities until turned on via Inputs.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Inheritance diagram for phys_hinge:
NSPhysicsConstraint

Public Member Functions

void phys_hinge (void)
 
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...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. 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...
 
nonvirtual void AfterSpawn (void)
 

Constructor & Destructor Documentation

◆ phys_hinge()

void phys_hinge::phys_hinge ( void  )

Member Function Documentation

◆ AfterSpawn()

void phys_hinge::AfterSpawn ( void  )

◆ Input()

void phys_hinge::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from NSPhysicsConstraint.

◆ Respawn()

void phys_hinge::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 NSEntity.

◆ Restore()

void phys_hinge::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 NSPhysicsConstraint.

◆ Save()

void phys_hinge::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 NSPhysicsConstraint.

◆ SpawnKey()

void phys_hinge::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 NSPhysicsConstraint.


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