Nuclide
Software Development Kit for id Tech
func_rotating Class Reference
Inheritance diagram for func_rotating:
NSRenderableEntity

Public Member Functions

void func_rotating (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ::SpawnKey but for save-game fields. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. 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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void Rotate (void)
 
virtual void Blocked (entity)
 Called whenever out movement is being blocked by an entity. More...
 
virtual void Touch (entity)
 Called whenever we're touching another entity. More...
 
virtual void SetMovementDirection (void)
 

Detailed Description

QUAKED func_rotating (0 .5 .8) ? FR_STARTON FR_REVERSE FR_ZAXIS FR_XAXIS FR_ACCDCC FR_FANPAIN FR_NOTSOLID FR_SMALLRADIUS FR_MRADIUS FR_LRADIUS FR_TOGGLEDIR

OVERVIEW

Rotating brush object. Useful for fans, etc.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "speed" : Speed in units per second.
  • "dmg" : Damage applied to entity blocking its rotational path.

SPAWNFLAGS

  • FR_STARTON (1) : Start on.
  • FR_REVERSE (2) : Spin in reverse.
  • FR_ZAXIS (4) : Spin on the Z-axis.
  • FR_XAXIS (8) : Spin on the X-axis.
  • FR_ACCDCC (16) : Enable acceleration and de-acceleration.
  • FR_FANPAIN (32) : Will damage entities that collide when turned on.
  • FR_NOTSOLID (64) : Don't do collision testing against this entity.
  • FR_SMALLRADIUS (128) : Fan sound will have a small playback radius.
  • FR_MRADIUS (256) : Fan sound will have a medium playback radius.
  • FR_LRADIUS (512) : Fan sound will have a large playback radius.
  • FR_TOGGLEDIR (1024) : Reverses direction when triggered.

NOTES

Please include an origin brush so that a pivot point will be defined.

TRIVIA

This entity was introduced in Quake II (1997).

Constructor & Destructor Documentation

◆ func_rotating()

void func_rotating::func_rotating ( void  )

Member Function Documentation

◆ Blocked()

void func_rotating::Blocked ( entity  eBlocker)
virtual

Called whenever out movement is being blocked by an entity.

This is currently only relevant on entities that are of MOVETYPE_PUSH.

Reimplemented from NSTrigger.

◆ Respawn()

void func_rotating::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 NSRenderableEntity.

◆ Restore()

void func_rotating::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to ::SpawnKey but for save-game fields.

Whatever you write into file handles within your ::Save() method needs to be read back in here.

Reimplemented from NSRenderableEntity.

◆ Rotate()

void func_rotating::Rotate ( void  )
virtual

◆ Save()

void func_rotating::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from NSRenderableEntity.

◆ SetMovementDirection()

void func_rotating::SetMovementDirection ( void  )
virtual

◆ SpawnKey()

void func_rotating::SpawnKey ( string  strKey,
string  strValue 
)
virtual

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 NSIO.

Reimplemented from NSRenderableEntity.

◆ Touch()

void func_rotating::Touch ( entity  eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from NSTrigger.

◆ Trigger()

void func_rotating::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from NSTrigger.


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