Class TriggerMultiple
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
trigger_multiple. Fires OnTrigger for whatever is inside its volume, then waits
itself, which is all is.
public class TriggerMultiple : BaseTriggerInheritance
object ← BaseEntity ← BaseModelEntity ← BaseTrigger ← TriggerMultiple
Derived
Inherited Members
BaseTrigger.IsEnabled, BaseTrigger.InitTrigger(), BaseTrigger.RemoveVolume(), BaseTrigger.InputEnable(EntityInputData), BaseTrigger.InputDisable(EntityInputData), BaseTrigger.InputToggle(EntityInputData), BaseTrigger.InputTouchTest(EntityInputData), BaseTrigger.InputStartTouch(EntityInputData), BaseTrigger.InputEndTouch(EntityInputData), BaseTrigger.PassesTriggerFilters(BaseEntity), BaseTrigger.AcceptsTouchFrom(BaseEntity), BaseTrigger.OnStartTouch(BaseEntity), BaseTrigger.OnEndTouch(BaseEntity), BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseModelEntity.LoadedModel, BaseModelEntity.CreateRootNode(), BaseModelEntity.BuildsCollider, BaseModelEntity.InputColor(EntityInputData), BaseModelEntity.InputAlpha(EntityInputData), BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.KeyValues, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.CreateRootNode(), BaseEntity.CreateEditorNode(ObjectTypeFlags), BaseEntity.CreateEffect(string?, ParticleSnapshot?, bool), BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.AcceptsTouchFrom(BaseEntity), BaseEntity.OnStartTouch(BaseEntity), BaseEntity.OnTouch(BaseEntity), BaseEntity.OnEndTouch(BaseEntity), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.InputKill(EntityInputData), BaseEntity.InputFireUser1(EntityInputData), BaseEntity.InputFireUser2(EntityInputData), BaseEntity.InputFireUser3(EntityInputData), BaseEntity.InputFireUser4(EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.PhysicsSimulate(float), BaseEntity.TurnsByAngleComponents, BaseEntity.IsPusher, BaseEntity.PusherForcesThrough, BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.TurnBody(Vector3, Vector3), BaseEntity.SetOriginAndAngles(Vector3, Vector3), BaseEntity.AddNode(SceneNode, bool), BaseEntity.OnRemove(), BaseEntity.UpdateTransform(), BaseEntity.UpdateColliderTransform(), BaseEntity.UpdateRenderTransform(float), BaseEntity.SnapInterpolation(), BaseEntity.AngleMod(float)
Remarks
It fires on the touch, not the start of one, so something standing inside keeps firing it every time the wait runs out.
Constructors
TriggerMultiple(EntitySystem, EntitySpawnInfo)
Initializes a trigger_multiple from its keyvalues.
public TriggerMultiple(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
Wait
Gets the seconds to wait after firing before firing again. Negative means never again.
public float Wait { get; protected set; }Property Value
Methods
OnTouch(BaseEntity)
Runs every tick other is inside this entity's volume, the tick it entered included, and on a tick the player ran into this solid entity while moving. Source's Touch, which serves both.
protected override void OnTouch(BaseEntity other)Parameters
other BaseEntity
Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()Think()
Runs when comes due.
public override void Think()
