Shared-Entity: Push Force Volume.
QUAKED trigger_jump (.5 .5 .5) ?
OVERVIEW
KEYS
- "targetname" : Name
- "target" : Position of where you should jump to.
TRIVIA
This entity was introduced in Ricochet (2000).
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| void | trigger_jump (void) |
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| virtual void | Touch (entity) |
| | Called whenever we're touching another entity. More...
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| virtual vector | GetJumpVelocity (vector vecFrom, vector vecTo, float flGravMod) |
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| virtual float | GetJumpHeight (vector vecFrom, vector vecTo, float flGravMod) |
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| virtual void | Save (float) |
| | Handles saving a copy of this entity to a given filehandle. More...
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| virtual void | Restore (string, string) |
| | Similar to ncIO::SpawnKey() but for save-game fields. More...
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| virtual void | SpawnKey (string, string) |
| | This method handles entity key/value pairs on map load. More...
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| 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...
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| virtual void | Trigger (entity, triggermode_t) |
| | Called whenever we're legacy triggered by another object or function. More...
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| virtual void | SetMovementDirection (void) |
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| virtual float | SendEntity (entity, float) |
| | Called by the engine whenever we need to send a client an update about this entity. More...
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| virtual void | EvaluateEntity (void) |
| | Run each tic after physics are run to determine if we need to send updates over the network. More...
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| virtual void | ReceiveEntity (float, float) |
| | Client: Handles network updates from the server for the associated entity. More...
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