Class PointTeleport
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
point_teleport. Moves its target, or the entity an input names, to a saved pose on command.
public sealed class PointTeleport : BaseEntityInheritance
object ← BaseEntity ← PointTeleport
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Remarks
Teleport goes to the pose saved in PointTeleport.Activate(), not to where this entity is now; the ToCurrentPos inputs use its current pose. Maps rely on that to park an entity out of sight and snap it into place later.
Constructors
PointTeleport(EntitySystem, EntitySpawnInfo)
Initializes a point_teleport from its keyvalues.
public PointTeleport(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Methods
Activate()
Called once every entity in the map has spawned, to resolve other entities by name.
public override void Activate()Spawn()
Sets up the entity (model, class keyvalues, first think). Called by EntityFactory right after construction, before the entity enters the world.
public override void Spawn()
