Nuclide
Software Development Kit for id Tech
logic_auto Class Reference
Inheritance diagram for logic_auto:
NSPointTrigger

Public Member Functions

void logic_auto (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 Spawned (void)
 Called when the entity is fulled initialized. 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 RestoreComplete (void)
 Called when the entity has been successfully restored from a savegame file. More...
 
nonvirtual void Processing (void)
 

Detailed Description

QUAKED logic_auto (1 0 0) (-8 -8 -8) (8 8 8) USE_ONCE

OVERVIEW

Will automatically trigger its outputs when the level has spawned. This is Source's variant of trigger_auto. If you want to talk to old-styled targets instead, use that instead.

KEYS

  • "targetname" : Name
  • "globalstate" : The env_global state to read before firing.

OUTPUTS

  • "OnMapSpawn" : Triggered when the map is loaded for any reason.
  • "OnNewGame" : Triggered only when a new game starts on this level.
  • "OnLoadGame" : Triggered when the map is loaded via save game.
  • "OnMapTransition" : Triggered when we load this map via level transition.
  • "OnBackgroundMap" : Triggered if this map is used as a menu background.
  • "OnMultiNewMap" : Same as 'OnMapSpawn' but only valid in multiplayer.
  • "OnMultiNewRound" : Triggered only during round restarts in multiplayer.

SPAWNFLAGS

  • USE_ONCE (1) : Remove itself from the level permanently when activated.

NOTES

When a logic_auto is removed via TA_USEONCE it won't survive match respawns.

Source Engine behaviour (do not fix): The output 'OnMultiNewMap' is also triggered during round restarts. This would make 'OnMultiNewRound' redundant, however 'OnMultiNewRound' does not get called upon map start.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Constructor & Destructor Documentation

◆ logic_auto()

void logic_auto::logic_auto ( void  )

Member Function Documentation

◆ Processing()

void logic_auto::Processing ( void  )

◆ Respawn()

void logic_auto::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 NSPointTrigger.

◆ Restore()

void logic_auto::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 NSPointTrigger.

◆ RestoreComplete()

void logic_auto::RestoreComplete ( void  )
virtual

Called when the entity has been successfully restored from a savegame file.

Reimplemented from NSIO.

◆ Save()

void logic_auto::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 NSPointTrigger.

◆ Spawned()

void logic_auto::Spawned ( void  )
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.

◆ SpawnKey()

void logic_auto::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 NSPointTrigger.


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