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79 lines
2.2 KiB
79 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Simple brush entity that moves when touched |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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class CMyBrushEntity : public CBaseToggle |
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{ |
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public: |
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DECLARE_CLASS( CMyBrushEntity, CBaseToggle ); |
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DECLARE_DATADESC(); |
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void Spawn( void ); |
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bool CreateVPhysics( void ); |
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void BrushTouch( CBaseEntity *pOther ); |
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}; |
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LINK_ENTITY_TO_CLASS( my_brush_entity, CMyBrushEntity ); |
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// Start of our data description for the class |
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BEGIN_DATADESC( CMyBrushEntity ) |
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// Declare this function as being a touch function |
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DEFINE_ENTITYFUNC( BrushTouch ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: Sets up the entity's initial state |
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//----------------------------------------------------------------------------- |
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void CMyBrushEntity::Spawn( void ) |
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{ |
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// We want to capture touches from other entities |
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SetTouch( &CMyBrushEntity::BrushTouch ); |
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// We should collide with physics |
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SetSolid( SOLID_VPHYSICS ); |
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// We push things out of our way |
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SetMoveType( MOVETYPE_PUSH ); |
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// Use our brushmodel |
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SetModel( STRING( GetModelName() ) ); |
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// Create our physics hull information |
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CreateVPhysics(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Setup our physics information so we collide properly |
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//----------------------------------------------------------------------------- |
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bool CMyBrushEntity::CreateVPhysics( void ) |
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{ |
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// For collisions with physics objects |
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VPhysicsInitShadow( false, false ); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Move away from an entity that touched us |
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// Input : *pOther - the entity we touched |
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//----------------------------------------------------------------------------- |
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void CMyBrushEntity::BrushTouch( CBaseEntity *pOther ) |
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{ |
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// Get the collision information |
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const trace_t &tr = GetTouchTrace(); |
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// We want to move away from the impact point along our surface |
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Vector vecPushDir = tr.plane.normal; |
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vecPushDir.Negate(); |
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vecPushDir.z = 0.0f; |
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// Move slowly in that direction |
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LinearMove( GetAbsOrigin() + ( vecPushDir * 64.0f ), 32.0f ); |
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}
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