Authoring a Brush Entity/Code: Difference between revisions
		
		
		
		
		
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Fitzroy doll (talk | contribs)  (spam revert)  | 
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<syntaxhighlight lang="cpp">  | |||
<  | //===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========  | ||
//===== Copyright   | |||
//  | //  | ||
// Purpose: Simple brush entity that moves when touched  | // Purpose: Simple brush entity that moves when touched  | ||
| Line 8: | Line 7: | ||
#include "cbase.h"  | #include "cbase.h"  | ||
#include "triggers.h"  | |||
class CMyBrushEntity : public   | class CMyBrushEntity : public CBaseTrigger  | ||
{  | {  | ||
public:  | public:  | ||
	DECLARE_CLASS( CMyBrushEntity,   | 	DECLARE_CLASS( CMyBrushEntity, CBaseTrigger );  | ||
	DECLARE_DATADESC();  | 	DECLARE_DATADESC();  | ||
	void Spawn(   | 	void Spawn();  | ||
	void BrushTouch( CBaseEntity *pOther );  | 	void BrushTouch( CBaseEntity *pOther );  | ||
| Line 23: | Line 22: | ||
LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity );  | LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity );  | ||
BEGIN_DATADESC( CMyBrushEntity )  | BEGIN_DATADESC( CMyBrushEntity )  | ||
	// Declare this function as being   | 	// Declare this function as being the touch function  | ||
	DEFINE_ENTITYFUNC( BrushTouch ),  | 	DEFINE_ENTITYFUNC( BrushTouch ),  | ||
| Line 34: | Line 32: | ||
// Purpose: Sets up the entity's initial state  | // Purpose: Sets up the entity's initial state  | ||
//-----------------------------------------------------------------------------  | //-----------------------------------------------------------------------------  | ||
void CMyBrushEntity::Spawn(   | 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 );  | ||
| Line 41: | Line 41: | ||
	// 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 );  | ||
	// Create our physics hull information  | 	// Create our physics hull information  | ||
	VPhysicsInitShadow( false, false );  | 	VPhysicsInitShadow( false, false );  | ||
}  | }  | ||
| Line 76: | Line 65: | ||
	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 );  | ||
}  | }  | ||
</  | </syntaxhighlight>  | ||
== See also ==  | |||
*[[Authoring a Brush Entity]]  | |||
[[Category:Programming]]  | |||
[[Category:Tutorials]]  | |||
Latest revision as of 15:40, 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 );
}