Use: Difference between revisions
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TeamSpen210 (talk | contribs) (Parenting allows passing use inputs to the parent.) |
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All entities have a '''Use''' [[input]], though many do nothing in response to it. There are four methods to invoke it: | All entities have a '''Use''' [[input]], though many do nothing in response to it. There are four methods to invoke it: | ||
# A player looking at the entity and using the <code>+use</code> console command (this is normally done by pressing the '''e''' key) | # A player looking at the entity and using the <code>+use</code> console command (this is normally done by pressing the '''e''' key). | ||
# An entity [[output]] that specifies the <code>Use</code> input, or not specifying any input. | # An entity [[output]] that specifies the <code>Use</code> input, or not specifying any input. | ||
# Directly calling the C++ function | # Directly calling the C++ function. | ||
# If an entity without a use function is parented to one which does, it will passthrough the input to the parent. | |||
Use typically performs the action players most expect when interacting with the entity (e.g. opening/closing a door, picking up a physics object). | Use typically performs the action players most expect when interacting with the entity (e.g. opening/closing a door, picking up a physics object). | ||
==Programming== | ==Programming== |
Revision as of 01:01, 27 June 2018
All entities have a Use input, though many do nothing in response to it. There are four methods to invoke it:
- A player looking at the entity and using the
+use
console command (this is normally done by pressing the e key). - An entity output that specifies the
Use
input, or not specifying any input. - Directly calling the C++ function.
- If an entity without a use function is parented to one which does, it will passthrough the input to the parent.
Use typically performs the action players most expect when interacting with the entity (e.g. opening/closing a door, picking up a physics object).
Programming
Although there is always a Use input, the actual Use function of an entity starts null. It can be assigned at any time with SetUse( void *SomeFunc(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) )
.
It doesn't appear possible to specify USE_TYPE
or value
through the I/O system.