Ballplayertoucher: Difference between revisions

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(Removed redundant depricated IOs.)
Tag: Undo
m (OnTouch isn't defined in the FGD and I added table of contents.)
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{{tf2 point|_ballplayertoucher}} 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.
{{tf2 point|_ballplayertoucher}}
 
{{code class|CBallPlayerToucher|tf_passtime_ball.cpp}}
==Entity description==
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.


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.
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.
{{code class|CBallPlayerToucher|tf_passtime_ball.cpp}}


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

Revision as of 18:05, 25 May 2021

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

C++ In code, it is represented by theCBallPlayerToucherclass, defined in thetf_passtime_ball.cppfile.

Entity description

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

Inputs

Outputs

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