Authoring a Brush Entity/Code: Difference between revisions
Jump to navigation
Jump to search
TomEdwards (talk | contribs) No edit summary |
TomEdwards (talk | contribs) No edit summary |
||
Line 6: | Line 6: | ||
<span style="color:blue;">#include</span> <span style="color:brown;">"cbase.h"</span> | <span style="color:blue;">#include</span> <span style="color:brown;">"cbase.h"</span> | ||
<span style="color:blue;">#include</span> <span style="color:brown;">"triggers.h"</span> | |||
<span style="color:blue;">class</span> CMyBrushEntity : <span style="color:blue;">public</span> | <span style="color:blue;">class</span> CMyBrushEntity : <span style="color:blue;">public</span> CBaseTrigger | ||
{ | { | ||
<span style="color:blue;">public</span>: | <span style="color:blue;">public</span>: | ||
DECLARE_CLASS( CMyBrushEntity, | DECLARE_CLASS( CMyBrushEntity, CBaseTrigger ); | ||
DECLARE_DATADESC(); | DECLARE_DATADESC(); | ||
<span style="color:blue;">void</span> Spawn(); | <span style="color:blue;">void</span> Spawn(); | ||
<span style="color:blue;">void</span> BrushTouch( CBaseEntity *pOther ); | <span style="color:blue;">void</span> BrushTouch( CBaseEntity *pOther ); | ||
Line 23: | Line 23: | ||
BEGIN_DATADESC( CMyBrushEntity ) | BEGIN_DATADESC( CMyBrushEntity ) | ||
<span style="color:green;">// Declare this function as being | <span style="color:green;">// Declare this function as being the touch function</span> | ||
DEFINE_ENTITYFUNC( BrushTouch ), | DEFINE_ENTITYFUNC( BrushTouch ), | ||
Line 38: | Line 38: | ||
<span style="color:green;">// We should collide with physics</span> | <span style="color:green;">// We should collide with physics</span> | ||
SetSolid( SOLID_VPHYSICS ); | SetSolid( SOLID_VPHYSICS ); | ||
<span style="color:green;">// Use our brushmodel</span> | |||
SetModel( STRING( GetModelName() ) ); | |||
<span style="color:green;">// We push things out of our way</span> | <span style="color:green;">// We push things out of our way</span> | ||
SetMoveType( MOVETYPE_PUSH ); | SetMoveType( MOVETYPE_PUSH ); | ||
<span style="color:green;">// Create our physics hull information</span> | <span style="color:green;">// Create our physics hull information</span> | ||
VPhysicsInitShadow( <span style="color:blue;">false</span>, <span style="color:blue;">false</span> ); | VPhysicsInitShadow( <span style="color:blue;">false</span>, <span style="color:blue;">false</span> ); | ||
} | } | ||
Line 73: | Line 62: | ||
vecPushDir.Negate(); | vecPushDir.Negate(); | ||
vecPushDir.z = 0.0f; | vecPushDir.z = 0.0f; | ||
<span style="color:green;">// Uncomment this line to print plane information to the console in developer mode | |||
//DevMsg ( "%s (%s) touch plane's normal: [%f %f]\n", GetClassname(), GetDebugName(),tr.plane.normal.x, tr.plane.normal.y );</span> | |||
<span style="color:green;">// Move slowly in that direction</span> | <span style="color:green;">// Move slowly in that direction</span> |
Revision as of 14:18, 3 March 2008
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======== // // Purpose: Simple brush entity that moves when touched // //============================================================================= #include "cbase.h" #include "triggers.h" class CMyBrushEntity : public CBaseTrigger { public: DECLARE_CLASS( CMyBrushEntity, CBaseTrigger ); DECLARE_DATADESC(); void Spawn(); void BrushTouch( CBaseEntity *pOther ); }; LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity ); BEGIN_DATADESC( CMyBrushEntity ) // Declare this function as being the touch function DEFINE_ENTITYFUNC( BrushTouch ), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: Sets up the entity's initial state //----------------------------------------------------------------------------- void CMyBrushEntity::Spawn() { // We want to capture touches from other entities SetTouch( &CMyBrushEntity::BrushTouch ); // We should collide with physics SetSolid( SOLID_VPHYSICS ); // Use our brushmodel SetModel( STRING( GetModelName() ) ); // We push things out of our way SetMoveType( MOVETYPE_PUSH ); // Create our physics hull information VPhysicsInitShadow( false, false ); } //----------------------------------------------------------------------------- // Purpose: Move away from an entity that touched us // Input : *pOther - the entity we touched //----------------------------------------------------------------------------- void CMyBrushEntity::BrushTouch( CBaseEntity *pOther ) { // Get the collision information const trace_t &tr = GetTouchTrace(); // We want to move away from the impact point along our surface Vector vecPushDir = tr.plane.normal; vecPushDir.Negate(); vecPushDir.z = 0.0f; // Uncomment this line to print plane information to the console in developer mode //DevMsg ( "%s (%s) touch plane's normal: [%f %f]\n", GetClassname(), GetDebugName(),tr.plane.normal.x, tr.plane.normal.y ); // Move slowly in that direction LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f ); }