Nuclide
Software Development Kit for id Technology
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Server-Entity: Multi Use Trigger Volume.
QUAKED trigger_multiple (.5 .5 .5) ? CLIENTS NPCS PUSHABLES PHYSICS FRIENDLIES CLIENTSINVEHICLES EVERYTHING x x CLIENTSNOTINVEHICLES DEBRIS NPCSINVEHICLES NOBOTS
A trigger volume which works more than once.
These work when 'StartDisabled' is not set in the entity definition.
If you want an entity like this that can only be used once, see trigger_once.
This entity was introduced in Quake (1996).
Public Member Functions | |
void | trigger_multiple (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
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 | Touch (entity) |
Called whenever we're touching another entity. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
virtual void | EndTouch (entity) |
Called when we stopped touching the last touched entity. More... | |
void trigger_multiple::trigger_multiple | ( | void | ) |
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virtual |
Called when we stopped touching the last touched entity.
Reimplemented from NSTrigger.
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virtual |
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
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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 |
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virtual |
Called whenever we're touching another entity.
Reimplemented from NSTrigger.