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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/sdk/sdk_brushentity.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/sdk/sdk_brushentity.cpp')
| -rw-r--r-- | game/server/sdk/sdk_brushentity.cpp | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/game/server/sdk/sdk_brushentity.cpp b/game/server/sdk/sdk_brushentity.cpp new file mode 100644 index 0000000..1e90c99 --- /dev/null +++ b/game/server/sdk/sdk_brushentity.cpp @@ -0,0 +1,79 @@ +//========= 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 ); +} |