Nuclide
Software Development Kit for id Tech
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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 ::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 (void) |
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... | |
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).
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.
Overridable: Called when the mover completes its movement to a destination.
Reimplemented from NSMoverEntity.
Overridable: Called when the mover starts moving from its position to another.
Reimplemented from NSMoverEntity.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from NSSurfacePropEntity.
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 NSMoverEntity.
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 NSMoverEntity.
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.
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.
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.