CBreakableProp
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Code classes:
CBreakableProp
CBaseProp
(props)CBaseAnimating
(models)CBaseEntity
(all ents)
CBreakableProp
is a code class inherited by breakable prop entities. When a breakable is broken, it will usually spawn "gibs" - small objects representing the broken pieces. Gibs are most commonly spawned with the gib
entity. To do: Describe the conditions needed for a model to be breakable, and how health is set.
ConVars/Commands[edit | edit source]
ConVar/Command | Parameters or default value | Parameter Type | Effect |
---|---|---|---|
breakable_disable_gib_limit | 0 | 0 disables, 1 enables | To do: Effects cannot be observed without at least two people on a multiplayer server. |
breakable_multiplayer | 1 | 0 disables, 1 enables | To do: Effects cannot be observed without at least two people on a multiplayer server. |
prop_active_gib_limit | 999999 | Arbitrary number | Number of gibs that may be present at once. |
prop_active_gib_max_fade_time | 999999 | Seconds | Gibs will be forced to fade away after being present for this long, if not already fading for any other reason. |
Flags[edit | edit source]
- 16: Break on Touch
- 32: Break on Pressure (breaks whenever put under any pressure e.g. being stood on)
Keyvalues[edit | edit source]
- Health
(health)
<integer>
- How close the prop is to breaking. The entity classname has to be
prop_physics_override
orprop_dynamic_override
to use, otherwise the health is defined through the model's QC file. - Explosion Damage
(ExplodeDamage)
<float>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explosion Radius
(ExplodeRadius)
<float>
- If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Min Damage to Hurt
(minhealthdmg)
<integer>
- If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage from that hit.
- Performance Mode
(PerformanceMode)
<choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- 0: Normal
- 1: No Gibs
- 2:
Full Gibs on All Platforms (including Xbox 360, PS3, etc)- Useless for community mappers. - 3: Reduced gibs
- Break Model Message
(BreakModelMessage)
<string>
(only available in ) - "If set, will use this break model message instead of the normal break behavior." To do: More info...
- Sound to make when punted
(puntsound)
<sound>
- Sound to make when punted by gravity gun.
- Pressure Delay
(PressureDelay)
<float>
- Seconds to delay breaking from pressure if Break on Pressure is checked. Allows creaking/groaning sounds to play.
- Physics Impact Damage Scale
(physdamagescale)
<float>
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Inputs[edit | edit source]
- physdamagescale
<float>
- Sets Physics Impact Damage Scale.
- EnablePhyscannonPickup
- Makes the prop able to picked up by the gravity gun.
- DisablePhyscannonPickup
- Makes the prop not able to picked up by the gravity gun.
- EnablePuntSound
- Allow this prop to play the Sound to make when punted.
- DisablePuntSound
- Do not allow this prop to play the Sound to make when punted.
- Break
- Breaks the prop.
- SetHealth
<integer>
- Sets a new value for the prop's health. If the prop's health reaches zero it will break. Works even if not using an
_override
entity. - AddHealth
<integer>
- Adds health to the prop.
- RemoveHealth
<integer>
- Removes health from the prop.
Outputs[edit | edit source]
- OnPhysCannonAnimatePreStarted
- Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PRE
activity. Caused by the object being picked up by the gravity gun. - OnPhysCannonAnimatePullStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE
activity.ACT_PHYSCANNON_ANIMATE_PRE
plays once, thenACT_PHYSCANNON_ANIMATE
starts looping. - OnPhysCannonDetach
- Fired when prop has started its
ACT_PHYSCANNON_DETACH
activity (caused by the gravity gun ripping it from a wall). - OnPhysCannonAnimatePostStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POST
activity (caused by the player letting the prop go from the gravity gun). - OnPhysCannonPullAnimFinished
- Fired when prop has finished all gravity gun-related animations.
- OnBreak
- Fired when this object breaks. Activator is whatever breaks the object.
- OnHealthChanged
<float>
- Fired whenever the health of the prop has increased or decreased. Automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) as the input parameter, unless overridden by the mapper.