Class FuncPhysicalButton
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
func_physical_button. A func_button that a hand pokes in. There are no hands here, so use always presses it instead, whatever its spawnflags.
public sealed class FuncPhysicalButton : FuncButtonInheritance
object ← BaseEntity ← BaseModelEntity ← BaseToggle ← FuncButton ← FuncPhysicalButton
Inherited Members
FuncButton.IsLocked, FuncButton.IsDisabled, FuncButton.IsUsable, FuncButton.Wait, FuncButton.StaysPushed, FuncButton.DisplayText, FuncButton.GlowEntity, FuncButton.PositionOut, FuncButton.PositionIn, FuncButton.ObjectCaps, FuncButton.Spawn(), FuncButton.Activate(), FuncButton.Use(BaseEntity?), FuncButton.TakeDamage(BaseEntity?), FuncButton.Think(), FuncButton.MoveDone(), BaseToggle.Speed, BaseToggle.Lip, BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseModelEntity.Physics, BaseModelEntity.LoadedModel, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, 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)
Constructors
FuncPhysicalButton(EntitySystem, EntitySpawnInfo)
Initializes a func_physical_button from its keyvalues.
public FuncPhysicalButton(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
IsUseActivated
Gets whether use presses the button, which FuncButton.SpawnFlag.UseActivates asks for.
protected override bool IsUseActivated { get; }Property Value
bool

