Authoring a Brush Entity/Code
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//===== Copyright é 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 ); }