Ballplayertoucher: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(A entity that allows the pass time ball to touch triggers and players.)
 
(-added class hierarchy, cleanup)
 
(11 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{tf2 point|_ballplayertoucher}}
{{CD|CBallPlayerToucher|file1=tf_passtime_ball.cpp}}
{{this is a|point entity|name=_ballplayertoucher|game=Team Fortress 2}}


{{code class|CBallPlayerToucher|tf_passtime_ball.cpp}}
Its a helper entity for the<code>passtime_ball</code>entity, which spawns alongside<code>_ballplayertoucher</code>itself. This entity allows<code>passtime_ball</code>to collide with triggers and players.


==Entity Description==
Interestingly, this entity stores the collision flag<code>SOLID_VPHYSICS</code>when not touching a trigger or player; Conversely it however stores ''two'' collision flags:<code>FSOLID_NOT_SOLID</code>and<code>SOLID_NONE</code>when otherwise.


A helper entity for <code>passtime_ball</code>, which spawns along side <code>_ballplayertoucher</code>. This entity is primarily meant to allow <code>passtime_ball</code> to touch triggers and players.
== Keyvalues ==
 
This entity stores the <code>SOLID_VPHYSICS</code> collision flag when not touching a trigger or player. Conversely this entity stores the <code>FSOLID_NOT_SOLID</code> and <code>SOLID_NONE</code> collision flags when touching a trigger or player.
 
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}


==Inputs==
== Outputs ==
{{I Targetname}}
{{O|OnTouch|Output sent when this entity collides with a player.|nofgd=1}}
 
==Outputs==
{{O Targetname}}
{{IO|OnTouch|Output sent when this entity collides with a player.}}

Latest revision as of 02:23, 26 September 2024

C++ Class hierarchy
CBallPlayerToucher
CBaseEntity
C++ tf_passtime_ball.cpp

_ballplayertoucher is a point entity available in Team Fortress 2 Team Fortress 2.

Its a helper entity for thepasstime_ballentity, which spawns alongside_ballplayertoucheritself. This entity allowspasstime_ballto collide with triggers and players.

Interestingly, this entity stores the collision flagSOLID_VPHYSICSwhen not touching a trigger or player; Conversely it however stores two collision flags:FSOLID_NOT_SOLIDandSOLID_NONEwhen otherwise.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Outputs

OnTouch  !FGD
Output sent when this entity collides with a player.