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Nuclide
Software Development Kit for id Technology (BETA)
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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).
Public Member Functions | |
| void | func_mortar_field (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 | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. | |
| 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 | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| nonvirtual void | Fire (entity, vector) |
| nonvirtual void | FireRandom (entity) |
| nonvirtual void | FireTarget (entity) |
| nonvirtual void | FireControlled (entity) |
| void func_mortar_field::func_mortar_field | ( | void | ) |
| void func_mortar_field::Fire | ( | entity | firingEnt, |
| vector | vecOrg ) |
| void func_mortar_field::FireControlled | ( | entity | act | ) |
| void func_mortar_field::FireRandom | ( | entity | act | ) |
| void func_mortar_field::FireTarget | ( | entity | act | ) |
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncBrushTrigger.
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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.
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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.
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virtual |
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.