Nuclide
Software Development Kit for id Tech
trigger_look Class Reference

Server-Entity: Eye/Vision Based Trigger. More...

Inheritance diagram for trigger_look:
NSBrushTrigger

Public Member Functions

void trigger_look (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...
 

Detailed Description

Server-Entity: Eye/Vision Based Trigger.

QUAKED trigger_look (.5 .5 .5) ?

OVERVIEW

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.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "delay" : Delay until target is triggered.
  • "killtarget" : Target to kill when triggered.
  • "looktarget" : Name of the entity to be looked at. Doesn't have to be solid.
  • "looktime" : How long the player must look at the 'looktarget', in seconds.
  • "fov" : Area of the view-cone check, 1.0 is straight ahead, 0.0 is in the realm of 90 degrees. Default is 0.9.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Constructor & Destructor Documentation

◆ trigger_look()

void trigger_look::trigger_look ( void  )

Member Function Documentation

◆ Respawn()

void trigger_look::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 NSBrushTrigger.

◆ Restore()

void trigger_look::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 NSEntity.

◆ Save()

void trigger_look::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 NSEntity.

◆ Spawned()

void trigger_look::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 trigger_look::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 NSEntity.

◆ Touch()

void trigger_look::Touch ( entity  eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from NSTrigger.


The documentation for this class was generated from the following file: