Nuclide
Software Development Kit for id Tech
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Server-Entity: Comparison Trigger. More...
Public Member Functions | |
void | logic_case (void) |
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 | 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 | Input (entity, string, string) |
Called when we are being prompted by another object/function with an input message. More... | |
nonvirtual void | CompareCase (entity, string) |
nonvirtual void | PickRandom (entity) |
nonvirtual void | PickRandomShuffle (entity) |
Server-Entity: Comparison Trigger.
QUAKED logic_case (1 0 0) (-8 -8 -8) (8 8 8)
Compares an input value sent from another entity with one of the constant values defined within this entity. When it matches a given 'case', that same numbered output will get triggered. You can have 16 different cases to test against.
Since we compare strings, case sensitivity and formatting needs to be identical between the InValue data and the entity defined constant values.
This entity was introduced in Half-Life 2 (2004).
Called when we are being prompted by another object/function with an input message.
Reimplemented from NSEntity.
void logic_case::PickRandom | ( | entity | activatorEntity | ) |
void logic_case::PickRandomShuffle | ( | entity | activatorEntity | ) |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSPointTrigger.
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 NSPointTrigger.
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 NSPointTrigger.
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.
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.