I've gotten OnUse working with:

    virtual int        ObjectCaps( void ) { return BaseClass::ObjectCaps() |
FCAP_IMPULSE_USE; };
    virtual void    Use( CBaseEntity *pActivator, CBaseEntity *pCaller,
USE_TYPE useType, float value );

Can't get OnTakeDamage working though, I have:
    virtual int        OnTakeDamage( const CTakeDamageInfo &inputInfo );

In the header of my entity, but it doesn't fire in game.... Do I need
another part of ObjectCaps? Either way I now have a basic health system
working (Still using an input to remove life since I can't get OTD to work)
so that's good.

Thanks!

On Fri, Mar 26, 2010 at 10:03 PM, Jorge Rodriguez <[email protected]> wrote:

> I think what you want to do would be done best not through thinking but
> with
> the entity OnUse and OnTakeDamage functions. Check out how things like
> buttons and breakables do that. To answer your question no I don't think
> entities need to have a think function in order to process other things.
>
> --
> Jorge "Vino" Rodriguez
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