From Valve Developer Community
//===== 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()
{
BaseClass::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 );
}
See also