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Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Eye/Vision Based Trigger.
QUAKED trigger_look (.5 .5 .5) ?
Triggers itself when a player is inside its volume and is looking at a specific entity within a specified field-of-view cone. It then disables itself.
It's like the beginning in Halo - you know, where you have to look up/down at lights and stuff? No...? Well... ever played Splinter Cell?... Nevermind.
This entity was introduced in Half-Life 2 (2004).
Public Member Functions | |
| void | trigger_look (void) |
| virtual void | Save (float) |
| Handles saving a copy of this entity to a given filehandle. | |
| virtual void | Restore (string, string) |
| Similar to ncIO::SpawnKey() but for save-game fields. | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| virtual void | Spawned (void) |
| Called when the entity is fulled initialized. | |
| 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. | |
| virtual void | Touch (entity) |
| Called whenever we're touching another entity. | |
| void trigger_look::trigger_look | ( | void | ) |
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Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncBrushTrigger.
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Similar to ncIO::SpawnKey() but for save-game fields.
Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.
Reimplemented from ncEntity.
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Handles saving a copy of this entity to a given filehandle.
Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.
Reimplemented from ncEntity.
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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 ncEntity.
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Called whenever we're touching another entity.
Reimplemented from ncTrigger.