Authoring a Model Entity/Code: Difference between revisions
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m (Boxden777 moved page Authoring a Model Entity/en/Code to Authoring a Model Entity/Code over redirect) |
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<syntaxhighlight lang="cpp"> | |||
< | |||
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======== | //===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======== | ||
// | // | ||
Line 15: | Line 14: | ||
DECLARE_CLASS( CMyModelEntity, CBaseAnimating ); | DECLARE_CLASS( CMyModelEntity, CBaseAnimating ); | ||
DECLARE_DATADESC(); | DECLARE_DATADESC(); | ||
CMyModelEntity() | |||
{ | |||
m_bActive = false; | |||
} | |||
void Spawn( void ); | void Spawn( void ); | ||
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{ | { | ||
PrecacheModel( ENTITY_MODEL ); | PrecacheModel( ENTITY_MODEL ); | ||
BaseClass::Precache(); | |||
} | } | ||
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SetSolid( SOLID_BBOX ); | SetSolid( SOLID_BBOX ); | ||
UTIL_SetSize( this, -Vector(20,20,20), Vector(20,20,20) ); | UTIL_SetSize( this, -Vector(20,20,20), Vector(20,20,20) ); | ||
} | } | ||
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QAngle angFacing; | QAngle angFacing; | ||
VectorAngles( velFacing, angFacing ); | VectorAngles( velFacing, angFacing ); | ||
SetAbsAngles( angFacing ); | |||
// Think every 20Hz | // Think every 20Hz | ||
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{ | { | ||
// Start thinking | // Start thinking | ||
SetThink( MoveThink ); | SetThink( &CMyModelEntity::MoveThink ); | ||
SetNextThink( gpGlobals->curtime + 0.05f ); | SetNextThink( gpGlobals->curtime + 0.05f ); | ||
// Start | // Start moving | ||
SetMoveType( MOVETYPE_FLY ); | SetMoveType( MOVETYPE_FLY ); | ||
// | // Force MoveThink() to choose a new speed and direction immediately | ||
m_flNextChangeTime = gpGlobals->curtime; | m_flNextChangeTime = gpGlobals->curtime; | ||
// Update m_bActive to reflect our new state | |||
m_bActive = true; | m_bActive = true; | ||
} | } | ||
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// Stop moving | // Stop moving | ||
SetAbsVelocity( vec3_origin ); | SetAbsVelocity( vec3_origin ); | ||
SetMoveType( MOVETYPE_NONE ); | |||
m_bActive = false; | m_bActive = false; | ||
} | } | ||
} | } | ||
</ | </syntaxhighlight> | ||
== See also == | |||
* [[Authoring a Model Entity]] | |||
[[Category:Programming]] |
Latest revision as of 07:58, 25 June 2023
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
//
// Purpose: Simple model entity that randomly moves and changes direction
// when activated.
//
//=============================================================================
#include "cbase.h"
class CMyModelEntity : public CBaseAnimating
{
public:
DECLARE_CLASS( CMyModelEntity, CBaseAnimating );
DECLARE_DATADESC();
CMyModelEntity()
{
m_bActive = false;
}
void Spawn( void );
void Precache( void );
void MoveThink( void );
// Input function
void InputToggle( inputdata_t &inputData );
private:
bool m_bActive;
float m_flNextChangeTime;
};
LINK_ENTITY_TO_CLASS( my_model_entity, CMyModelEntity );
// Start of our data description for the class
BEGIN_DATADESC( CMyModelEntity )
// Save/restore our active state
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextChangeTime, FIELD_TIME ),
// Links our input name from Hammer to our input member function
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
// Declare our think function
DEFINE_THINKFUNC( MoveThink ),
END_DATADESC()
// Name of our entity's model
#define ENTITY_MODEL "models/gibs/airboat_broken_engine.mdl"
//-----------------------------------------------------------------------------
// Purpose: Precache assets used by the entity
//-----------------------------------------------------------------------------
void CMyModelEntity::Precache( void )
{
PrecacheModel( ENTITY_MODEL );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Sets up the entity's initial state
//-----------------------------------------------------------------------------
void CMyModelEntity::Spawn( void )
{
Precache();
SetModel( ENTITY_MODEL );
SetSolid( SOLID_BBOX );
UTIL_SetSize( this, -Vector(20,20,20), Vector(20,20,20) );
}
//-----------------------------------------------------------------------------
// Purpose: Think function to randomly move the entity
//-----------------------------------------------------------------------------
void CMyModelEntity::MoveThink( void )
{
// See if we should change direction again
if ( m_flNextChangeTime < gpGlobals->curtime )
{
// Randomly take a new direction and speed
Vector vecNewVelocity = RandomVector( -64.0f, 64.0f );
SetAbsVelocity( vecNewVelocity );
// Randomly change it again within one to three seconds
m_flNextChangeTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
}
// Snap our facing to where we're heading
Vector velFacing = GetAbsVelocity();
QAngle angFacing;
VectorAngles( velFacing, angFacing );
SetAbsAngles( angFacing );
// Think every 20Hz
SetNextThink( gpGlobals->curtime + 0.05f );
}
//-----------------------------------------------------------------------------
// Purpose: Toggle the movement of the entity
//-----------------------------------------------------------------------------
void CMyModelEntity::InputToggle( inputdata_t &inputData )
{
// Toggle our active state
if ( !m_bActive )
{
// Start thinking
SetThink( &CMyModelEntity::MoveThink );
SetNextThink( gpGlobals->curtime + 0.05f );
// Start moving
SetMoveType( MOVETYPE_FLY );
// Force MoveThink() to choose a new speed and direction immediately
m_flNextChangeTime = gpGlobals->curtime;
// Update m_bActive to reflect our new state
m_bActive = true;
}
else
{
// Stop thinking
SetThink( NULL );
// Stop moving
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
m_bActive = false;
}
}