Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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 ); }
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