Authoring a Brush Entity/Code: Difference between revisions

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(Hmm... Penis enlargement? Nah, it's big enough already..)
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[[Category:Programming]]
<syntaxhighlight lang="cpp">
<pre>
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
//
//
// Purpose: Simple brush entity that moves when touched
// Purpose: Simple brush entity that moves when touched
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#include "cbase.h"
#include "cbase.h"
#include "triggers.h"


class CMyBrushEntity : public CBaseToggle
class CMyBrushEntity : public CBaseTrigger
{
{
public:
public:
DECLARE_CLASS( CMyBrushEntity, CBaseToggle );
DECLARE_CLASS( CMyBrushEntity, CBaseTrigger );
DECLARE_DATADESC();
DECLARE_DATADESC();


void Spawn( void );
void Spawn();
bool CreateVPhysics( void );


void BrushTouch( CBaseEntity *pOther );
void BrushTouch( CBaseEntity *pOther );
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LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity );
LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity );


// Start of our data description for the class
BEGIN_DATADESC( CMyBrushEntity )
BEGIN_DATADESC( CMyBrushEntity )
// Declare this function as being a touch function
// Declare this function as being the touch function
DEFINE_ENTITYFUNC( BrushTouch ),
DEFINE_ENTITYFUNC( BrushTouch ),


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// Purpose: Sets up the entity's initial state
// Purpose: Sets up the entity's initial state
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CMyBrushEntity::Spawn( void )
void CMyBrushEntity::Spawn()
{
{
BaseClass::Spawn();
// We want to capture touches from other entities
// We want to capture touches from other entities
SetTouch( &CMyBrushEntity::BrushTouch );
SetTouch( &CMyBrushEntity::BrushTouch );
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// We should collide with physics
// We should collide with physics
SetSolid( SOLID_VPHYSICS );
SetSolid( SOLID_VPHYSICS );
// Use our brushmodel
SetModel( STRING( GetModelName() ) );
// We push things out of our way
// We push things out of our way
SetMoveType( MOVETYPE_PUSH );
SetMoveType( MOVETYPE_PUSH );
// Use our brushmodel
SetModel( STRING( GetModelName() ) );


// Create our physics hull information
// Create our physics hull information
CreateVPhysics();
}
//-----------------------------------------------------------------------------
// Purpose: Setup our physics information so we collide properly
//-----------------------------------------------------------------------------
bool CMyBrushEntity::CreateVPhysics( void )
{
// For collisions with physics objects
VPhysicsInitShadow( false, false );
VPhysicsInitShadow( false, false );
return true;
}
}


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vecPushDir.Negate();
vecPushDir.Negate();
vecPushDir.z = 0.0f;
vecPushDir.z = 0.0f;
// Uncomment this line to print plane information to the console in developer mode
//DevMsg ( "%s (%s) touch plane's normal: [%f %f]\n", GetClassname(), GetDebugName(),tr.plane.normal.x, tr.plane.normal.y );


// Move slowly in that direction
// Move slowly in that direction
LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f );
LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f );
}
}
</pre>
</syntaxhighlight>
 
== See also ==
*[[Authoring a Brush Entity]]
 
[[Category:Programming]]
[[Category:Tutorials]]

Latest revision as of 16:40, 28 June 2011

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
//
// Purpose: Simple brush entity that moves when touched
//
//=============================================================================

#include "cbase.h"
#include "triggers.h"

class CMyBrushEntity : public CBaseTrigger
{
public:
	DECLARE_CLASS( CMyBrushEntity, CBaseTrigger );
	DECLARE_DATADESC();

	void Spawn();

	void BrushTouch( CBaseEntity *pOther );
};

LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity );

BEGIN_DATADESC( CMyBrushEntity )
	
	// Declare this function as being the touch function
	DEFINE_ENTITYFUNC( BrushTouch ),

END_DATADESC()

//-----------------------------------------------------------------------------
// Purpose: Sets up the entity's initial state
//-----------------------------------------------------------------------------
void CMyBrushEntity::Spawn()
{
	BaseClass::Spawn();

	// We want to capture touches from other entities
	SetTouch( &CMyBrushEntity::BrushTouch );

	// We should collide with physics
	SetSolid( SOLID_VPHYSICS );
	
	// Use our brushmodel
	SetModel( STRING( GetModelName() ) );
	
	// We push things out of our way
	SetMoveType( MOVETYPE_PUSH );

	// Create our physics hull information
	VPhysicsInitShadow( false, false );
}

//-----------------------------------------------------------------------------
// Purpose: Move away from an entity that touched us
// Input  : *pOther - the entity we touched
//-----------------------------------------------------------------------------
void CMyBrushEntity::BrushTouch( CBaseEntity *pOther )
{
	// Get the collision information
	const trace_t &tr = GetTouchTrace();

	// We want to move away from the impact point along our surface
	Vector	vecPushDir = tr.plane.normal;
	vecPushDir.Negate();
	vecPushDir.z = 0.0f;

	// Uncomment this line to print plane information to the console in developer mode
	//DevMsg ( "%s (%s) touch plane's normal: [%f %f]\n", GetClassname(), GetDebugName(),tr.plane.normal.x, tr.plane.normal.y );

	// Move slowly in that direction
	LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f );
}

See also