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80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
//========= 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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