Nuclide
Software Development Kit for id Tech
game_player_equip Class Reference

Server-Entity: Player Inventory Controller. More...

Inheritance diagram for game_player_equip:
NSPointTrigger

Public Member Functions

void game_player_equip (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 Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
nonvirtual void SpawnUnit (string, vector)
 

Detailed Description

Server-Entity: Player Inventory Controller.

QUAKED game_player_equip (1 0 0) (-8 -8 -8) (8 8 8) GPEFL_TRIGGERONLY

OVERVIEW

Entity that emits items when triggered, or upon player spawn (MP-only).

KEYS

  • "targetname" : Name
  • "master" : Team Master

And any weapon or item you want to give to the player, you will list as a key, with the value being the amount of items of that type.

For example:

"weapon_pistol" "1"

SPAWNFLAGS

  • GPEFL_TRIGGERONLY (1) : See notes.

NOTES

When the flag GPEFL_TRIGGERONLY is set, the entity has to be triggered in order to 'give' the activator the item. Otherwise it'll automatically 'give' every client its noted items upon spawning.

However, this only applies to Multiplayer games. In Singleplayer, the entity will only work with GPEFL_TRIGGERONLY being set.

I say 'give' very loosely because the entity spawns the item in physical pickup form above the player. As you can imagine, it's kind of wasteful but this is the expected behaviour. Some modifications might depend on that...

I still need to implement the Team Master functionality.

TRIVIA

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

Constructor & Destructor Documentation

◆ game_player_equip()

void game_player_equip::game_player_equip ( void  )

Member Function Documentation

◆ Restore()

void game_player_equip::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 NSPointTrigger.

◆ Save()

void game_player_equip::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 NSPointTrigger.

◆ SpawnKey()

void game_player_equip::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 NSPointTrigger.

◆ SpawnUnit()

void game_player_equip::SpawnUnit ( string  cname,
vector  org 
)

◆ Trigger()

void game_player_equip::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: