Class FuncCombineBarrier
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
HL:A's func_combine_barrier: a Combine force field. A brush that blocks either humans or the Combine, drawn by an ambient effect spread over the brush and coloured by which of the two it blocks.
public sealed class FuncCombineBarrier : FuncBrushInheritance
object ← BaseEntity ← BaseModelEntity ← FuncBrush ← FuncCombineBarrier
Inherited Members
FuncBrush.Solidity, FuncBrush.IsEnabled, FuncBrush.Spawn(), BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Remarks
The effect places its particles on the brush model through C_INIT_CreateOnModel, which the particle system does not implement yet, so they gather at the barrier's centre for now.
Constructors
FuncCombineBarrier(EntitySystem, EntitySpawnInfo)
Initializes a barrier from its keyvalues.
public FuncCombineBarrier(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
BarrierState
Gets what the barrier currently stops.
public FuncCombineBarrier.State BarrierState { get; }Property Value
Effect
Gets the ambient effect, or null before it was first switched on.
public ParticleSceneNode? Effect { get; }Property Value
Methods
OnEnabledChanged()
Called after the brush was switched on or off, and once as it spawns.
protected override void OnEnabledChanged()Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()
