Activate(): Difference between revisions

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(Activate() is not related to entity inputs or flags of the same name.)
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{{warning|<code>CBaseEntity</code> executes code in this function, so '''always''' call <code>BaseClass::Activate()</code> from your version.}}
{{warning|<code>CBaseEntity</code> executes code in this function, so '''always''' call <code>BaseClass::Activate()</code> from your version.}}
{{tip|<code>Activate()</code> is not related to entity [[input]]s or [[flag]]s of the same name. It is ''always'' called.}}


== Example ==
== Example ==

Revision as of 13:55, 1 March 2008

The Source engine entity initialisation process.

Activate() is a void member function of CBaseEntity that is available through inheritance to every entity in a Source game. It is called by the engine after Spawn() and, if Spawn() occurred during a map's initial load, after all other entities have been spawned too.

Activate() is used to perform spawning tasks that require interaction with other entities. Such tasks should never be performed in Spawn() itself, as it may be called before any other entities become available.

Warning.pngWarning:CBaseEntity executes code in this function, so always call BaseClass::Activate() from your version.
Tip.pngTip:Activate() is not related to entity inputs or flags of the same name. It is always called.

Example

void CAlyxEmpEffect::Activate()
{
	// Start out with a target entity
	SetTargetEntity( STRING(m_strTargetName) );
	
	BaseClass::Activate();
}

See also