Nuclide
Software Development Kit for id Tech
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Server-Entity: Mortar Drop Zone. More...
Public Member Functions | |
void | func_mortar_field (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 | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. 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 | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
nonvirtual void | Fire (entity, vector) |
nonvirtual void | FireRandom (entity) |
nonvirtual void | FireTarget (entity) |
nonvirtual void | FireControlled (entity) |
Server-Entity: Mortar Drop Zone.
QUAKED func_mortar_field (0 .5 .8) ?
This brush volume acts as mortar drop area. When triggered, it'll drop mortar shells straight to the ground (with a bit of spread if specified).
It can be set to three different targeting modes, 0 will pick any random point in the volume as a drop position. 1 will target the person or entity activating it and 2 is a more complex mode which requires two momentary_rot_button entities to control the X and Y offset in the volume.
GoldSrc expects some hardcoded behaviour (sounds playing, hardcoded delay between mortar shell drops) that I haven't implemented yet. I'll turn those into map attribute keys so people can finally control sound, damage, delay and so on.
This entity was introduced in Half-Life (1998).
void func_mortar_field::Fire | ( | entity | firingEnt, |
vector | vecOrg | ||
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void func_mortar_field::FireControlled | ( | entity | act | ) |
void func_mortar_field::FireRandom | ( | entity | act | ) |
void func_mortar_field::FireTarget | ( | entity | act | ) |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSBrushTrigger.
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.
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 whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.