Authoring a Model Entity/Code: Difference between revisions

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[[Category:Programming]]
<span style="color:green;">//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
<pre>
//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
// Purpose: Simple model entity that randomly moves and changes direction
//
// when activated.
// Purpose: Simple model entity that randomly moves and changes direction
//
// when activated.
//=============================================================================</span>
//
//=============================================================================


#include "cbase.h"
<span style="color:blue;">#include</span> <span style="color:brown;">"cbase.h"</span>
<span style="color:blue;">class</span> CMyModelEntity : <span style="color:blue;">public</span> CBaseAnimating
{
<span style="color:blue;">public</span>:
DECLARE_CLASS( CMyModelEntity, CBaseAnimating );
DECLARE_DATADESC();
<span style="color:blue;">void</span> Spawn( <span style="color:blue;">void</span> );
<span style="color:blue;">void</span> Precache( <span style="color:blue;">void</span> );
<span style="color:blue;">void</span> MoveThink( <span style="color:blue;">void</span> );
<span style="color:green;">// Input function</span>
<span style="color:blue;">void</span> InputToggle( inputdata_t &inputData );
<span style="color:blue;">private</span>:
<span style="color:blue;">bool</span> m_bActive;
<span style="color:blue;">float</span> m_flNextChangeTime;
};


class CMyModelEntity : public CBaseAnimating
LINK_ENTITY_TO_CLASS( my_model_entity, CMyModelEntity );
{
public:
<span style="color:green;">// Start of our data description for the class</span>
DECLARE_CLASS( CMyModelEntity, CBaseAnimating );
BEGIN_DATADESC( CMyModelEntity )
DECLARE_DATADESC();
<span style="color:green;">// Save/restore our active state</span>
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextChangeTime, FIELD_TIME ),
// Links our input name from Hammer to our input member function</span>
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
<span style="color:green;">// Declare our think function</span>
DEFINE_THINKFUNC( MoveThink ),
END_DATADESC()


void Spawn( void );
<span style="color:green;">// Name of our entity's model</span>
void Precache( void );
<span style="color:blue;">#define</span> ENTITY_MODEL <span style="color:brown;">"models/gibs/airboat_broken_engine.mdl"</span>


void MoveThink( void );
<span style="color:green;">//-----------------------------------------------------------------------------
// Purpose: Precache assets used by the entity
//-----------------------------------------------------------------------------</span>
<span style="color:blue;">void</span> CMyModelEntity::Precache( <span style="color:blue;">void</span> )
{
PrecacheModel( ENTITY_MODEL );
}


// Input function
<span style="color:green;">//-----------------------------------------------------------------------------
void InputToggle( inputdata_t &inputData );
// Purpose: Sets up the entity's initial state
//-----------------------------------------------------------------------------</span>
<span style="color:blue;">void</span> CMyModelEntity::Spawn( <span style="color:blue;">void</span> )
{
Precache();
SetModel( ENTITY_MODEL );
SetSolid( SOLID_BBOX );
UTIL_SetSize( <span style="color:blue;">this</span>, -Vector(20,20,20), Vector(20,20,20) );
m_bActive = <span style="color:blue;">false</span>;
}


private:
<span style="color:green;">//-----------------------------------------------------------------------------
// Purpose: Think function to randomly move the entity
//-----------------------------------------------------------------------------</span>
<span style="color:blue;">void</span> CMyModelEntity::MoveThink( <span style="color:blue;">void</span> )
{
<span style="color:green;">// See if we should change direction again</span>
<span style="color:blue;">if</span> ( m_flNextChangeTime < gpGlobals->curtime )
{
<span style="color:green;">// Randomly take a new direction and speed</span>
Vector vecNewVelocity = RandomVector( -64.0f, 64.0f );
SetAbsVelocity( vecNewVelocity );
<span style="color:green;">// Randomly change it again within one to three seconds</span>
m_flNextChangeTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
}
<span style="color:green;">// Snap our facing to where we're heading</span>
Vector velFacing = GetAbsVelocity();
QAngle angFacing;
VectorAngles( velFacing, angFacing );
  SetAbsAngles( angFacing );
<span style="color:green;">// Think every 20Hz</span>
SetNextThink( gpGlobals->curtime + 0.05f );
}


bool m_bActive;
<span style="color:green;">//-----------------------------------------------------------------------------
float m_flNextChangeTime;
// Purpose: Toggle the movement of the entity
};
//-----------------------------------------------------------------------------</span>
<span style="color:blue;">void</span> CMyModelEntity::InputToggle( inputdata_t &inputData )
{
<span style="color:green;">// Toggle our active state</span>
<span style="color:blue;">if</span> ( !m_bActive )
{
<span style="color:green;">// Start thinking</span>
SetThink( &CMyModelEntity::MoveThink );
SetNextThink( gpGlobals->curtime + 0.05f );
<span style="color:green;">// Start flying</span>
SetMoveType( MOVETYPE_FLY );
<span style="color:green;">// Set our next time for changing our speed and direction</span>
m_flNextChangeTime = gpGlobals->curtime;
m_bActive = <span style="color:blue;">true</span>;
}
<span style="color:blue;">else</span>
{
<span style="color:green;">// Stop thinking</span>
SetThink( NULL );
<span style="color:green;">// Stop moving</span>
SetAbsVelocity( vec3_origin );
  SetMoveType( MOVETYPE_NONE );
m_bActive = <span style="color:blue;">false</span>;
}
}


LINK_ENTITY_TO_CLASS( my_model_entity, CMyModelEntity );
== See also ==
*[[Authoring a Model Entity]]


// Start of our data description for the class
Authoring a Model Entity
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 );
}
 
//-----------------------------------------------------------------------------
// 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) );
 
m_bActive = false;
}
 
//-----------------------------------------------------------------------------
// 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( MoveThink );
              //SetThink( &CMyModelEntity::MoveThink ); // (nb. Use this code in Visual Studio 2005)
 
SetNextThink( gpGlobals->curtime + 0.05f );
// Start flying
SetMoveType( MOVETYPE_FLY );
 
// Set our next time for changing our speed and direction
m_flNextChangeTime = gpGlobals->curtime;
m_bActive = true;
}
else
{
// Stop thinking
SetThink( NULL );
// Stop moving
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
m_bActive = false;
}
}
</pre>

Revision as of 10:09, 24 February 2008

//===== 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();

	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 );
}
//-----------------------------------------------------------------------------
// 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) );

	m_bActive = false;
}
//-----------------------------------------------------------------------------
// 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 flying
		SetMoveType( MOVETYPE_FLY );

		// Set our next time for changing our speed and direction
		m_flNextChangeTime = gpGlobals->curtime;
		m_bActive = true;
	}
	else
	{
		// Stop thinking
		SetThink( NULL );
		
		// Stop moving
		SetAbsVelocity( vec3_origin );
 		SetMoveType( MOVETYPE_NONE );
		
		m_bActive = false;
	}
}

See also

Authoring a Model Entity