For use you need to return something from ObjectCaps() Either or on FCAP_IMPULSE_USE or FCAP_ONOFF_USE depending on the type of behavior you want with respect to the +USE key.
Also, if you call the function Use() you won't be able to SetUse() to anything else. The base class function Use() is what implements that functionality (same goes for Touch() and Think()). For Touch you just override StartTouch/EndTouch or Touch, or do a SetTouch(OnTouch) and you'll get called. Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Michael Kramer > Sent: Tuesday, April 18, 2006 9:46 PM > To: [email protected] > Subject: Re: [hlcoders] Defining a Touch Function > > -- > [ 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 > > >-- > > > > > >_______________________________________________ > > >To unsubscribe, edit your list preferences, or view the list > > >archives, > > please visit: > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the > list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

