Nuclide
Software Development Kit for id Technology
trigger_autosave Class Reference

About this class

Server-Entity: Triggers Auto-Save.

QUAKED trigger_autosave (.5 .5 .5) ?

OVERVIEW

Volume that'll save the current game when a client enters its bounds. This entity does not work in multiplayer.

KEYS

  • "targetname" : Name

TRIVIA

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

Inheritance diagram for trigger_autosave:
NSBrushTrigger

Public Member Functions

void trigger_autosave (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 Spawned (void)
 Called when the entity is fulled initialized. 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 Touch (entity)
 Called whenever we're touching another entity. More...
 

Constructor & Destructor Documentation

◆ trigger_autosave()

void trigger_autosave::trigger_autosave ( void  )

Member Function Documentation

◆ Respawn()

void trigger_autosave::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 NSBrushTrigger.

◆ Restore()

void trigger_autosave::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 NSEntity.

◆ Save()

void trigger_autosave::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 NSEntity.

◆ Spawned()

void trigger_autosave::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.

◆ Touch()

void trigger_autosave::Touch ( entity  eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from NSTrigger.


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