--
[ Picked text/plain from multipart/alternative ]
Sorry, I guess I should be more specific.
Basically I have a CItem_Item_Barrel : public CPhysicsProp{}, I basically
want to have it, so when a player
goes next to the barrel prop. And uses the IN_USE Key, that the barrel will
do something.
I have a function declared as void Use( CBaseEntity *pActivator, CBaseEntity
*pCaller, USE_TYPE useType, float value );
And it has a properly implemented body.
In my void CItem_ItemBarrel::Spawn( void ) I call a SetUse( Use );
and in my BEGIN_DATADESC( CItem_ItemBarrel )
I have a DEFINE_USEFUNC( Use ),
But I don't know, howto make it so that when the player presses the IN_USE
key it will activate my
Use Function.
OR, what I wanted to try to implement a OnTouch method but in
BEGIN_DATADESC( CItem_ItemBarrel )
There is no DEFINE_TOUCHFUNC( OnTouch ), So I was wondering either, how to
get my
Use() function to work or howto define a touch function.
I am not that familiar with this part of coding, I stayed mostly with
weapons in my last mod.
But is there a way, that I could have something like class CItem_ItemBarrel
: public CPhysicsProp : public CItem{}
In which I could have my barrel be a PhysicsProp and an Item.
Thanks for any help. And sorry for being so vague before, I wasn't with the
code when I sent it.
-Kramer
On 4/18/06, Physical Mayhem Bug <[EMAIL PROTECTED]> wrote:
>
> SetTouch
>
> At 2006/04/18 12:24 PM, Michael Kramer wrote:
> >--
> >[ Picked text/plain from multipart/alternative ]
> >In the SDK, howdo I define a OnTouch function?
> >
> >Or actually, it would be better if I could define a On_Use Function.
> >
> >I can't seem to figure it out. The only one I could see being used was
> >Think, which
> >doesn't help me.
> >
> >
> >Thanks for any help
> >
> >-Kramer
> >--
> >
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