Revision Difference
Linking_Entities_to_Hammer#546742
<cat>Code.Game</cat>
<title>Linking Entities to Hammer</title>
Entities defined in your addon are imported through the Entity Tool. Entities are now loaded directly from the game assembly making [FGDs](https://developer.valvesoftware.com/wiki/FGD) obsolete.
# Creating an entity
To link your entity to Hammer you need to add a [Library] attribute to your class, this will define the entity name and description.
To link your entity to Hammer you need to add a [Library] attribute to your class, this will define the entity class name. The description is automatically set from the summary code comment.
A basic example:
```csharp
[Library("info_player_spawn", Description = "Spawn a player here")]⤶
public partial class SpawnPoint : Entity⤶
/// <summary>⤶
/// This entity defines the spawn point of the player in first person shooter gamemodes.⤶
/// </summary>⤶
[Library( "info_player_start" )]⤶
[Display( Name = "Player Spawnpoint" ), Category( "Player" ), Icon( "place" )]⤶
public class SpawnPoint : Entity⤶
{
}
```
# Hammer Attributes
All of these are optional attributes that can be added to your class to change the behaviour in Hammer.
## [Hammer.Solid]
Tells Hammer this entity is brush based.
```csharp
[Hammer.Solid]
```
## [Hammer.SupportsSolid]
Tells Hammer this point entity can also be a brush entity, such as `ent_door` entity.
```csharp
[Hammer.SupportsSolid]
```
## [Hammer.EditorModel]
Tells Hammer what model to use for the entity and is added to the class.
```csharp
[Hammer.EditorModel( "models/editor/playerstart.vmdl" )]
```
## [Hammer.EditorSprite]
Tells Hammer what sprite to use for the entity and is added to the class.
```csharp
[Hammer.EditorSprite( "editor/info_target.vmat" )]
```
## [Hammer.EntityTool]
Appends this Entity to Hammer's Entity tool list like so:
<upload src="a5727/8d92f33819330cb.png" size="4947" name="image.png" />
```csharp
[Hammer.EntityTool( "Player Spawnpoint", "Player", "Defines a point where the player can (re)spawn" )]
```
## [Hammer.Model]
Makes it so the model, skin and bodygroups can be set and changed in Hammer.
```csharp
[Hammer.Model]
```
## [Hammer.Skip]
Can be used if you do not want your entity exposed in Hammer.
```csharp
[Hammer.Skip]
```
## [Hammer.AutoApplyMaterial]
Automatically applies the supplied material to the tied brush.
```csharp
[Hammer.AutoApplyMaterial( "materials/tools/toolstrigger.vmat" )]
```
# Hammer Properties
Any property in your class can be exposed to Hammer using the [Property] attribute</page>.
An example of a property being defined:
```csharp
public partial class MyEntity : Entity
{
/// <summary>
/// Help text in hammer
/// </summary>
[Property( Title = "Start Disabled" ) ]
public bool StartDisabled { get; set; } = false;
}
```
Your entity properties will then show up in Hammer:
<upload src="a5727/8d92f36d98ce869.png" size="11599" name="image.png" />
# Inputs
Any method in your entity class can be exposed to Hammer as an input using the [Input] attribute - parameters you define are automatically handled.
An example of an input being defined:
```csharp
public partial class MyEntity : Entity
{
/// <summary>
/// Description of my input to be displayed in Hammer and in Visual Studio
/// </summary>
[Input]
public void DoSomethingElse(string str)
{
}
[Input( Name = "DoSomething" )]
public void SomeInput()
{
}
}
```
# Outputs
Any output in your entity class is automatically exposed to Hammer as an output.
An example of an output being defined:
```csharp
public partial class MyEntity : Entity
{
/// <summary>
/// Description of my output to be displayed in Hammer and in Visual Studio
/// </summary>
public Output OnSomethingHappened;
}
```
# Firing Outputs
You can fire your output using `Entity.FireOutput(name, sender)` like this:
```csharp
protected Output OnEndTouch { get; set; }
public virtual void OnTouchEnd( Entity toucher )
{
OnEndTouch.Fire( toucher );
}
```