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Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Swinging Pendulum.
QUAKED func_pendulum (0 .5 .8) ? FUNCPEND_STARTON x x FUNCPEND_NONSOLID FUNCPEND_RETURNONTRIGGER x FUNCPEND_XAXIS FUNCPEND_YAXIS
A brush that swings along a pivot point like a pendulum.
Please include an origin brush so that a pivot point will be defined.
This entity was introduced in Half-Life (1998).
Public Member Functions | |
| void | func_pendulum (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 | 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 | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. | |
| virtual void | customphysics (void) |
| void func_pendulum::func_pendulum | ( | void | ) |
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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 ncRenderableEntity.
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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 ncRenderableEntity.
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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 ncRenderableEntity.
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This method handles entity key/value pairs on map load.
You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of ncIO.
Reimplemented from ncRenderableEntity.
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Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.