◆ trigger_capture_point()
| void trigger_capture_point::trigger_capture_point |
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void |
| ) |
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◆ CaptureThink()
| void trigger_capture_point::CaptureThink |
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void |
| ) |
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◆ Event_BreakCap()
| void trigger_capture_point::Event_BreakCap |
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void |
| ) |
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◆ Event_BreakTeam()
| void trigger_capture_point::Event_BreakTeam |
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int |
offensiveTeam | ) |
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◆ Event_CapTeam()
| void trigger_capture_point::Event_CapTeam |
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int |
team | ) |
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◆ Event_EndCap()
| void trigger_capture_point::Event_EndCap |
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void |
| ) |
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◆ Event_NumCappersChanged()
| void trigger_capture_point::Event_NumCappersChanged |
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int |
team | ) |
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◆ Event_StartCap()
| void trigger_capture_point::Event_StartCap |
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void |
| ) |
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◆ Event_StartTeam()
| void trigger_capture_point::Event_StartTeam |
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int |
team | ) |
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◆ Input()
| void trigger_capture_point::Input |
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entity |
eAct, |
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string |
strInput, |
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string |
strData |
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) |
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virtual |
Called when we are being prompted by another object/function with an input message.
Reimplemented from ncRenderableEntity.
◆ PlayersLeft()
| void trigger_capture_point::PlayersLeft |
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void |
| ) |
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◆ Respawn()
| void trigger_capture_point::Respawn |
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void |
| ) |
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virtual |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncRenderableEntity.
◆ Spawned()
| void trigger_capture_point::Spawned |
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void |
| ) |
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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 ncEntity.
◆ SpawnKey()
| void trigger_capture_point::SpawnKey |
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string |
keyName, |
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string |
setValue |
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) |
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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 ncRenderableEntity.
◆ Touch()
| void trigger_capture_point::Touch |
( |
entity |
eToucher | ) |
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virtual |
Called whenever we're touching another entity.
Reimplemented from ncTrigger.
The documentation for this class was generated from the following file:
- src/gs-entbase/server/trigger_capture_point.qc