Authoring a Brush Entity/Code
		
		
		
		
		
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ========
//
// Purpose: Simple brush entity that moves when touched
//
//=============================================================================
#include "cbase.h"
class CMyBrushEntity : public CBaseToggle
{
public:
	DECLARE_CLASS( CMyBrushEntity, CBaseToggle );
	DECLARE_DATADESC();
	void Spawn( void );
	bool CreateVPhysics( void );
	void BrushTouch( CBaseEntity *pOther );
};
LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity );
// Start of our data description for the class
BEGIN_DATADESC( CMyBrushEntity )
	
	// Declare this function as being a touch function
	DEFINE_ENTITYFUNC( BrushTouch ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Sets up the entity's initial state
//-----------------------------------------------------------------------------
void CMyBrushEntity::Spawn( void )
{
	// We want to capture touches from other entities
	SetTouch( &CMyBrushEntity::BrushTouch );
	// We should collide with physics
	SetSolid( SOLID_VPHYSICS );
	
	// We push things out of our way
	SetMoveType( MOVETYPE_PUSH );
	
	// Use our brushmodel
	SetModel( STRING( GetModelName() ) );
	// Create our physics hull information
	CreateVPhysics();
}
//-----------------------------------------------------------------------------
// Purpose: Setup our physics information so we collide properly
//-----------------------------------------------------------------------------
bool CMyBrushEntity::CreateVPhysics( void )
{
	// For collisions with physics objects
	VPhysicsInitShadow( false, false );
	return true;
}
//-----------------------------------------------------------------------------
// 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;
	// Move slowly in that direction
	LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f );
}