Nuclide
Software Development Kit for id Technology
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Server-Entity: Moving Button.
QUAKED func_button (0 .5 .8) ? SF_BTT_NOMOVE x x x x SF_BTT_TOGGLE SF_BTT_SPARKS x SF_BTT_TOUCH_ONLY
A brush entity which can be used either by touching, interaction (via a games' use-key/button or other targetting methods. It will then travel, similar to a door to a specified direction. Once it's fully pushed in, it'll trigger its targets, then return back to its original position.
This entity was introduced in Quake (1996).
Public Member Functions | |
void | func_button (void) |
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 | 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 | Touch (entity) |
Called whenever we're touching another entity. More... | |
virtual void | Blocked (entity) |
Called whenever out movement is being blocked by an entity. More... | |
virtual void | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
nonvirtual void | DeathTrigger (entity, entity, int, vector, vector, int) |
virtual void | PlayerUse (void) |
virtual void | MoverStartsMoving (void) |
Overridable: Called when the mover starts moving from its position to another. More... | |
virtual void | MoverFinishesMoving (void) |
Overridable: Called when the mover completes its movement to a destination. More... | |
void func_button::func_button | ( | void | ) |
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virtual |
Called whenever out movement is being blocked by an entity.
This is currently only relevant on entities that are of MOVETYPE_PUSH
.
Reimplemented from NSTrigger.
void func_button::DeathTrigger | ( | entity | inflictor, |
entity | attacker, | ||
int | damage, | ||
vector | dir, | ||
vector | absImpactPos, | ||
int | hitBody | ||
) |
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virtual |
Overridable: Called when the mover completes its movement to a destination.
Reimplemented from NSMoverEntity.
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virtual |
Overridable: Called when the mover starts moving from its position to another.
Reimplemented from NSMoverEntity.
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virtual |
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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.
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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 NSMoverEntity.
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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 NSMoverEntity.
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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 NSSurfacePropEntity.
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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 NSMoverEntity.
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virtual |
Called whenever we're touching another entity.
Reimplemented from NSTrigger.
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from NSTrigger.