Nuclide
Software Development Kit for id Technology
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Server-Entity: Triggers Auto-Save.
QUAKED trigger_autosave (.5 .5 .5) ?
Volume that'll save the current game when a client enters its bounds. This entity does not work in multiplayer.
This entity was introduced in Half-Life (1998).
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... | |
void trigger_autosave::trigger_autosave | ( | void | ) |
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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.
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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.
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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.
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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.
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virtual |
Called whenever we're touching another entity.
Reimplemented from NSTrigger.