Class TriggerMultiple
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
trigger_multiple. Fires OnTrigger for whatever is inside its volume, then waits TriggerMultiple.Wait seconds. A negative wait makes it fire once and remove itself, which is all TriggerOnce 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.Physics, BaseModelEntity.LoadedModel, BaseModelEntity.CreateRootNode(), BaseModelEntity.BuildsCollider, BaseModelEntity.InputColor(EntityInputData), BaseModelEntity.InputAlpha(EntityInputData), BaseModelEntity.InputLightingOrigin(EntityInputData), BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.KeyValues, 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.IsShown, 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.JumpTo(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.IsUnblockableByPlayer, BaseEntity.MovesWithoutPushing, BaseEntity.PushesPlayerAsTrain, BaseEntity.HasVPhysicsSolid, BaseEntity.OnStartBlocked(BaseEntity), BaseEntity.OnBlocked(BaseEntity), BaseEntity.OnEndBlocked(), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.TurnBody(Vector3, Vector3), BaseEntity.SetOriginAndAngles(Vector3, Vector3), BaseEntity.SetWorldOriginAndAngles(Vector3, Vector3), BaseEntity.AddNode(SceneNode, bool), BaseEntity.OnRemove(), BaseEntity.UpdateTransform(), BaseEntity.UpdateColliderTransform(), BaseEntity.UpdateRenderTransform(float), BaseEntity.SnapInterpolation(), BaseEntity.AngleMod(float)
Remarks
Fires on the touch, not the start of one, so something standing inside fires it each 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
float
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.
protected override void OnTouch(BaseEntity other)Parameters
other BaseEntity
Spawn()
Sets up the entity (model, class keyvalues, first think). Called once its spawn group has created all of its entities, after its move parent has spawned.
public override void Spawn()Remarks
An override calls this first: it builds the node from BaseEntity.CreateRootNode() and snaps the entity onto its parent's attachment, which the rest of the override reads.
Think()
Runs when BaseEntity.NextThink comes due.
public override void Think()
