Nuclide
Software Development Kit for id Tech
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Public Member Functions | |
void | func_door_rotating (void) |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
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 | Use (void) |
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 | 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 | 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... | |
virtual void | Trigger (entity, triggermode_t) |
Called whenever we're legacy triggered by another object or function. More... | |
QUAKED func_door_rotating (0 .5 .8) ? SF_ROT_OPEN SF_ROT_BACKWARDS x SF_ROT_PASSABLE SF_ROT_ONEWAY SF_ROT_TOGGLE SF_ROT_ZAXIS SF_ROT_XAXIS SF_ROT_USE SF_ROT_NOMONSTERS
Rotating brush door entity. It's basically the same as func_door, it just does not move on any axis, it tilts along a pivot point defined by an origin brush.
Please include an origin brush so that a pivot point will be defined.
This entity was introduced in Quake II (1997).
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.