Nuclide
Software Development Kit for id Technology (BETA)
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trigger_capture_area Class Reference
Inheritance diagram for trigger_capture_area:
ncBrushTrigger

Public Member Functions

void trigger_capture_area (void)
 
virtual void Spawned (void)
 Called when the entity is fulled initialized.
 
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.
 
virtual void Touch (entity)
 Called whenever we're touching another entity.
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load.
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message.
 
nonvirtual void PlayersLeft (void)
 
nonvirtual void CaptureThink (void)
 
nonvirtual void Event_StartCap (void)
 
nonvirtual void Event_StartTeam (int team)
 
nonvirtual void Event_BreakCap (void)
 
nonvirtual void Event_BreakTeam (int offensiveTeam)
 
nonvirtual void Event_EndCap (void)
 
nonvirtual void Event_CapTeam (int team)
 
nonvirtual void Event_NumCappersChanged (int team)
 

Constructor & Destructor Documentation

◆ trigger_capture_area()

void trigger_capture_area::trigger_capture_area ( void )

Member Function Documentation

◆ CaptureThink()

void trigger_capture_area::CaptureThink ( void )

◆ Event_BreakCap()

void trigger_capture_area::Event_BreakCap ( void )

◆ Event_BreakTeam()

void trigger_capture_area::Event_BreakTeam ( int offensiveTeam)

◆ Event_CapTeam()

void trigger_capture_area::Event_CapTeam ( int team)

◆ Event_EndCap()

void trigger_capture_area::Event_EndCap ( void )

◆ Event_NumCappersChanged()

void trigger_capture_area::Event_NumCappersChanged ( int team)

◆ Event_StartCap()

void trigger_capture_area::Event_StartCap ( void )

◆ Event_StartTeam()

void trigger_capture_area::Event_StartTeam ( int team)

◆ Input()

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

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

Reimplemented from ncEntity.

◆ PlayersLeft()

void trigger_capture_area::PlayersLeft ( void )

◆ Respawn()

void trigger_capture_area::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 ncBrushTrigger.

◆ Spawned()

void trigger_capture_area::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 ncEntity.

◆ SpawnKey()

void trigger_capture_area::SpawnKey ( string keyName,
string setValue )
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 ncIO.

Reimplemented from ncEntity.

◆ Touch()

void trigger_capture_area::Touch ( entity eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from ncTrigger.


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