Nuclide
Software Development Kit for id Tech
trigger_auto Class Reference
Inheritance diagram for trigger_auto:
NSPointTrigger

Public Member Functions

void trigger_auto (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 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 RestoreComplete (void)
 Called when the entity has been successfully restored from a savegame file. More...
 
nonvirtual void Processing (void)
 

Detailed Description

QUAKED trigger_auto (.5 .5 .5) (-8 -8 -8) (8 8 8) TA_USEONCE

OVERVIEW

Will automatically trigger its target when the level has spawned.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "delay" : Time in seconds until it triggers its target.

SPAWNFLAGS

  • TA_USEONCE (1) : Remove itself from the level permanently when activated.

NOTES

When a trigger_auto is removed via TA_USEONCE it won't survive match respawns.

TRIVIA

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

Constructor & Destructor Documentation

◆ trigger_auto()

void trigger_auto::trigger_auto ( void  )

Member Function Documentation

◆ Processing()

void trigger_auto::Processing ( void  )

◆ Respawn()

void trigger_auto::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 NSPointTrigger.

◆ Restore()

void trigger_auto::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 NSPointTrigger.

◆ RestoreComplete()

void trigger_auto::RestoreComplete ( void  )
virtual

Called when the entity has been successfully restored from a savegame file.

Reimplemented from NSIO.

◆ Save()

void trigger_auto::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 NSPointTrigger.

◆ SpawnKey()

void trigger_auto::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 NSPointTrigger.


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