prop_fuel_barrel
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Code classes:
CFuelBarrelProp
CPhysicsProp
CBreakableProp
CBaseProp
(props)CBaseAnimating
(models)CBaseEntity
(all ents)
prop_fuel_barrel
is a point entity present in both Left 4 Dead games. It's a prop that explodes and spreads flames when damaged.
Flags[edit | edit source]
- 1: Start Asleep - Prop won't move until a force acts on it. (Usually from a player shove or damage.)
Keyvalues[edit | edit source]
- Base Piece
(BasePiece)
<studio>
- Model to use for a
prop_physics
that lies on the ground forever after exploding. - Flying Piece 1
(FlyingPiece01)
to Flying Piece 4(FlyingPiece04)
<studio>
- Models to use for
prop_fuel_barrel_piece
entities that fly into the air after exploding. - Detonation Particles
(DetonateParticles)
<particlesystem>
- Particle effect to create when the prop explodes.
- Flying Piece Particles
(FlyingParticles)
<particlesystem>
- Particle effect to attach to
prop_fuel_barrel_piece
entities. - Sound played when the object explodes
(DetonateSound)
<sound>
- Sound played when prop explodes, but not when flying pieces do.
- Start Fade Distance
(fademindist)
<float>
- Distance at which the entity starts fading. If less than 0, the entity will disappear instantly when the End Fade Distance is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float>
- Distance at which the entity ends fading. If less than 0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float>
- If specified in the
worldspawn
, or if the game is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade
.