Nuclide
Software Development Kit for id Technology (BETA)
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Server-Entity: Player Inventory Controller.
QUAKED game_player_equip (1 0 0) (-8 -8 -8) (8 8 8) GPEFL_TRIGGERONLY
Entity that emits items when triggered, or upon player spawn (MP-only).
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"
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.
This entity was introduced in Half-Life (1998).
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 ncIO::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) |
void game_player_equip::game_player_equip | ( | void | ) |
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virtual |
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 ncPointTrigger.
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virtual |
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 ncPointTrigger.
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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 ncIO.
Reimplemented from ncPointTrigger.
void game_player_equip::SpawnUnit | ( | string | cname, |
vector | org | ||
) |
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virtual |
Called whenever we're legacy triggered by another object or function.
Reimplemented from ncTrigger.