Nuclide
Software Development Kit for id Tech
button_target Class Reference

Server-Entity: Non-Moving Button. More...

Inheritance diagram for button_target:
NSSurfacePropEntity

Public Member Functions

void button_target (void)
 
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 Damaged (entity, entity, int, vector, int)
 

Detailed Description

Server-Entity: Non-Moving Button.

QUAKED button_target (0 .5 .8) ? USE TEXTURE_ON

OVERVIEW

Non-moving button that can either be used by hand, or shot.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "delay" : Time in seconds until target is triggered.

SPAWNFLAGS

  • USE (1) : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
  • TEXTURE_ON (2) : Texture choices will be inverted in case multiple frames exist.

TRIVIA

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

Constructor & Destructor Documentation

◆ button_target()

void button_target::button_target ( void  )

Member Function Documentation

◆ Damaged()

void button_target::Damaged ( entity  inflictor,
entity  attacker,
int  damage,
vector  dir,
int  location 
)
virtual

◆ Respawn()

void button_target::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.

◆ Trigger()

void button_target::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: