Im vorherigen Teil des Tutorials haben wir die grundlegende Arbeit mit der VPC und das Drucken von Nachrichten an die Entwicklerkonsole gelernt.
In diesem Teil des Tutorials werden wir das Entitätssystem aufschlüsseln, lernen, wie Klassen erstellt werden, und unsere erste logische Entität erstellen.
Wieder Begriffe
(entity) — .
I/O — , "" .
(input) — , . .
(output) — , .
, ?
Source — .
, worldspawn
. — "" , :
- a.k.a. — , , , etc.
- displacements (,
) — , ( CS:GO !) . , "" . - (
prop_static
).prop_dynamic
, .
( !) .
:
- — , .
- — , .
/Hammer: displacement , (vbsp)!
— , . !
, logic_auto
.
logic_5 —
, .
logic_5.cpp
.
, :src/game/server/logic_5.cpp
.
:
// cbase.h - . // . #include "cbase.h" // memdbgon.h - new delete // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h"
CLogicFive
CLogicEntity
:
class CLogicFive : public CLogicEntity { DECLARE_CLASS( CLogicFive, CLogicEntity ); public: // ... private: // ... };
-! DECLARE_CLASS()? , . —
ThisClass
BaseClass
( ...).
public
:
public: DECLARE_DATADESC(); void Input_Tick( inputdata_t &id );
?
DECLARE_DATADESC()
, .void Input_Tick( inputdata_t &id )
,tick
.
private
:
private: int m_iTicks = 0;
" "
logic_5
.
( !) —LINK_ENTITY_TO_CLASS()
!
:
// ... int m_iTicks = 0; }; LINK_ENTITY_TO_CLASS( logic_5, CLogicFive );
, 4:
BEGIN_DATADESC( CLogicFive ) DEFINE_FIELD( m_iTicks, FIELD_INTEGER ), // DEFINE_INPUTFUNC( FIELD_VOID, "tick", Input_Tick ), // END_DATADESC();
BEGIN_DATADESC()
— , .DEFINE_FIELD()
— , . , !DEFINE_INPUTFUNC()
— , . (FIELD_VOID
),tick
Input_Tick
.END_DATADESC()
— , .
Input_Tick
:
// tick() void CLogicFive::Input_Tick( inputdata_t &id ) { m_iTicks++; if( m_iTicks % 5 == 0 ) // , ! ConColorMsg( Color( 255, 255, 0 ), "logic_five: Another fifth tick!\n" ); }
[] VPC :
// src/game/server/server_episodic.vpc // - $Folder "Source Files" $File "$SRCDIR/game/server/logic_5.cpp
, , .
logic_5 —
- (
sdk_vehicles
dm_lockdown
, ) - :
ent_create logic_5
-
tick
:
ent_fire logic_5 tick
- ( ) !
?
[ , ] :
- -
?
Valve Hammer Editor FGD .
, , .