Class FuncCombineBarrier
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
HL:A's func_combine_barrier: a Combine force field brush that blocks either humans or the Combine, drawn as an ambient effect over the brush.
public sealed class FuncCombineBarrier : FuncBrushInheritance
object ← BaseEntity ← BaseModelEntity ← FuncBrush ← FuncCombineBarrier
Inherited Members
FuncBrush.Solidity, FuncBrush.IsEnabled, FuncBrush.Spawn(), BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseModelEntity.Physics, BaseModelEntity.LoadedModel, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsShown, 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 particles on the brush model with C_INIT_CreateOnModel, which is not implemented yet, so they gather at the barrier's centre.
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 (model, class keyvalues, first think). Called once its spawn group has created all of its entities, after its move parent has spawned.
public override void Spawn()Remarks
An override calls this first: it builds the node from BaseEntity.CreateRootNode() and snaps the entity onto its parent's attachment, which the rest of the override reads.

