Nuclide
Software Development Kit for id Tech
func_guntarget Class Reference
Inheritance diagram for func_guntarget:
NSSurfacePropEntity

Public Member Functions

void func_guntarget (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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void Death (void)
 Called when the health is equal or below 0. More...
 
nonvirtual void NextPath (void)
 
nonvirtual void Move (void)
 
nonvirtual void Start (void)
 
nonvirtual void Stop (void)
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 

Detailed Description

QUAKED func_guntarget (0 .5 .8) ?

OVERVIEW

Gun targets brushes that trigger a target once they 'die'.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "health" : Health until it stops and triggers its targets.
  • "speed" : Speed in units per second at which it moves.

TRIVIA

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

Constructor & Destructor Documentation

◆ func_guntarget()

void func_guntarget::func_guntarget ( void  )

Member Function Documentation

◆ Death()

void func_guntarget::Death ( void  )
virtual

Called when the health is equal or below 0.

Reimplemented from NSSurfacePropEntity.

◆ Input()

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

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

Reimplemented from NSSurfacePropEntity.

◆ Move()

void func_guntarget::Move ( void  )

◆ NextPath()

void func_guntarget::NextPath ( void  )

◆ Respawn()

void func_guntarget::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 NSSurfacePropEntity.

◆ Restore()

void func_guntarget::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 NSSurfacePropEntity.

◆ Save()

void func_guntarget::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 NSSurfacePropEntity.

◆ Spawned()

void func_guntarget::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 NSSurfacePropEntity.

◆ SpawnKey()

void func_guntarget::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 NSSurfacePropEntity.

◆ Start()

void func_guntarget::Start ( void  )

◆ Stop()

void func_guntarget::Stop ( void  )

◆ Trigger()

void func_guntarget::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: