Difference between revisions of "Activate()"

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[[Image:Entity init.png|right|The Source engine entity initialisation process.]]
[[Image:Entity init.png|right|The Source engine entity initialisation process.]]

Latest revision as of 02:55, 28 December 2016

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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.png Warning: CBaseEntity executes code in this function, so always call BaseClass::Activate() from your version.
Tip.png Tip: Activate() is not related to entity inputs or flags of the same name. It is always called.
Note.png Note: If an entity is spawned from the console (ex:ent_create) or via game code (ex:CreateEntityByName()) then Activate() is not called so be sure to call Activate() from the spawning code. Also note that Activate() is not called for client-side entities.


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

See also