|  | Nuclide
    Software Development Kit for id Technology (BETA) | 
Server-Entity: Map Start Trigger.
QUAKED trigger_auto (.5 .5 .5) (-8 -8 -8) (8 8 8) TA_USEONCE
Will automatically trigger its target when the level has spawned.
When a trigger_auto is removed via TA_USEONCE it won't survive match respawns.
This entity was introduced in Half-Life (1998).
 
  
| Public Member Functions | |
| void | trigger_auto (void) | 
| virtual void | Save (float) | 
| Handles saving a copy of this entity to a given filehandle. | |
| virtual void | Restore (string, string) | 
| Similar to ncIO::SpawnKey() but for save-game fields. | |
| virtual void | SpawnKey (string, string) | 
| This method handles entity key/value pairs on map load. | |
| 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 | RestoreComplete (void) | 
| Called when the entity has been successfully restored from a savegame file. | |
| nonvirtual void | Processing (void) | 
| void trigger_auto::trigger_auto | ( | void | ) | 
| void trigger_auto::Processing | ( | 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 ncPointTrigger.
| 
 | virtual | 
Similar to ncIO::SpawnKey() but for save-game fields.
Whatever you write into file handles within your ncIO::Save() method needs to be read back in here. 
Reimplemented from ncEntity.
| 
 | virtual | 
Called when the entity has been successfully restored from a savegame file.
Reimplemented from ncIO.
| 
 | virtual | 
Handles saving a copy of this entity to a given filehandle.
Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from ncEntity.
| 
 | 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.
| 
 | virtual |