Nuclide
Software Development Kit for id Tech
env_explosion Class Reference

Server-Entity: Explosion Creator. More...

Inheritance diagram for env_explosion:
NSPointTrigger

Public Member Functions

void env_explosion (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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
nonvirtual float GetExplosionRadius (void)
 Returns the radius of the explosion. More...
 
nonvirtual int GetExplosionDamage (void)
 Returns the maximum damage the explosion delivers. More...
 

Detailed Description

Server-Entity: Explosion Creator.

QUAKED env_explosion (1 .5 0) (-8 -8 -8) (8 8 8) NO_DAMAGE REPEATABLE x x x NO_SOUND

OVERVIEW

When triggered, creates an explosion at its location.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "iMagnitude" : Magnitude of the explosion.
  • "explosion_custom_effect" : Sets a custom explosion particle effect to appear.
  • "explosion_custom_sound" : Sets a custom explosion sound to play.

INPUTS

  • "Explode" : Triggers the explosion effect.

SPAWNFLAGS

  • NO_DAMAGE (1) : Make this explosion purely decorative, without radius damage.
  • REPEATABLE (2) : Makes this explosion triggerable more than once.
  • NO_SOUND (64) : Do not play the sound effect.
  • NOTUNDERWATER (8192) : Don't cause damage underwater.
  • GENERIC_DAMAGE (16384) : Act as if damage wasn't caused by an explosion type, making gibbing more difficult - some games may ignore it however.

TRIVIA

This entity was introduced in Half-Life (1998).

Constructor & Destructor Documentation

◆ env_explosion()

void env_explosion::env_explosion ( void  )

Member Function Documentation

◆ GetExplosionDamage()

int env_explosion::GetExplosionDamage ( void  )

Returns the maximum damage the explosion delivers.

◆ GetExplosionRadius()

float env_explosion::GetExplosionRadius ( void  )

Returns the radius of the explosion.

◆ Input()

void env_explosion::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from NSEntity.

◆ Respawn()

void env_explosion::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 env_explosion::Restore ( string  strKey,
string  strValue 
)
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 NSPointTrigger.

◆ Save()

void env_explosion::Save ( float  handle)
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 NSPointTrigger.

◆ Spawned()

void env_explosion::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 env_explosion::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.

◆ Trigger()

void env_explosion::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: