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All entities have a [[Use]] [[input]], though many do nothing in response to it. Typically, it performs the action players most expect when interacting with the entity (e.g., opening/closing a door, picking up a physics object). There are | All entities have a [[Use]] [[input]], though many do nothing in response to it. Typically, it performs the action players most expect when interacting with the entity (e.g., opening/closing a door, picking up a physics object). There are five methods to invoke it: | ||
#A player looking at the entity and using the <code>+use</code> console command (commonly bound to the {{key|E}} key). | #A player looking at the entity and using the <code>+use</code> console command (commonly bound to the {{key|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. | #If an entity without a use function is parented to one which does, it will passthrough the input to the parent. | ||
# The {{cmd|firetarget}} [[cheat]] command. | |||
==Programming== | ==Programming== | ||
Revision as of 07:19, 13 May 2025
All entities have a Use input, though many do nothing in response to it. Typically, it performs the action players most expect when interacting with the entity (e.g., opening/closing a door, picking up a physics object). There are five methods to invoke it:
- A player looking at the entity and using the
+useconsole command (commonly bound to the E key). - An entity output that specifies the
Useinput, 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.
- The
firetargetcheat command.
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.