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Func proprrespawnzone: Difference between revisions

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{{obsolete}}
{{Ent not in fgd|none|except={{tf2}}}}
{{Template:Tf2 brush|func_proprespawnzone}}
{{CDA|CBaseEntity|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/a62efecf624923d3bacc67b8ee4b7f8a9855abfd/src/game/server/props.cpp#L6161 props.cpp]}}
{{CD|C_FuncPhysicsRespawnZone|base=C_BaseEntity|client=1|file1=1}}
{{this is a|brush entity|name=func_proprrespawnzone}} It makes clientside physics props that were placed within its volume respawn or teleport back to their original location when the player is at least <kbd>cl_phys_props_respawndist</kbd> units away (default 1500) and cannot see the respawning. This check is done roughly every <kbd>cl_phys_props_respawnrate</kbd> (default 60) seconds. To ensure clientside physics prop is spawned, {{ent|prop_physics_multiplayer}} with physicsmode set to 3 can be used.
{{AABBwarning}}
{{note|Doesn't work in {{l4d2|4}} which also doesn't have cvars <kbd>cl_phys_props_respawndist</kbd> and <kbd>cl_phys_props_respawnrate</kbd>, whose presence is probably good indication whether this entity works in a given game.}}
{{todo|Works in {{hl2dm}}. Test other games}}


{{bug|This entity is disabled in code, it does not exist in-game.}}
== Convars ==
{{varcom|start}}
{{varcom|cl_phys_props_respawndist|1500|units|Minimum distance from the player that a clientside prop must be before it's allowed to respawn.}}
{{varcom|cl_phys_props_respawnrate|60|seconds|Time, in seconds, between clientside prop respawns.}}
{{varcom|end}}


==Entity Description==
== FGD Code ==
Zone that handles respawning and distribution of clientside physics props.
<pre>
@SolidClass base(Targetname) = func_proprrespawnzone :
"Zone that handles respawning and distribution of clientside physics props." []
</pre>
 
== See also ==
* {{ent|prop_physics_multiplayer}}
* {{ent|prop_physics_respawnable}}


[[Category:Team Fortress 2 Entities]]
[[Category:Team Fortress 2 Entities]]

Latest revision as of 05:11, 19 March 2025

Icon-NotInFGD.png
This entity is not in the FGD by default, except in Team Fortress 2.
See below for instructions on making it available.
C++ Class hierarchy
CBaseEntity defined in C++ props.cpp
C++ Class hierarchy (client)
C_FuncPhysicsRespawnZone
C_BaseEntity
C++ physpropclientside.cpp

func_proprrespawnzone is a brush entity available in all Source Source games. It makes clientside physics props that were placed within its volume respawn or teleport back to their original location when the player is at least cl_phys_props_respawndist units away (default 1500) and cannot see the respawning. This check is done roughly every cl_phys_props_respawnrate (default 60) seconds. To ensure clientside physics prop is spawned, prop_physics_multiplayer with physicsmode set to 3 can be used.

Warning.pngWarning:This entity applies its effect based on its AABB instead of its brush model. [ Edit ]
Note.pngNote:Doesn't work in Left 4 Dead 2 Left 4 Dead 2 which also doesn't have cvars cl_phys_props_respawndist and cl_phys_props_respawnrate, whose presence is probably good indication whether this entity works in a given game.
Todo: Works in Half-Life 2: Deathmatch. Test other games

Convars

Cvar/Command Parameters or default value Descriptor Effect
cl_phys_props_respawndist 1500 units Minimum distance from the player that a clientside prop must be before it's allowed to respawn.
cl_phys_props_respawnrate 60 seconds Time, in seconds, between clientside prop respawns.

FGD Code

@SolidClass base(Targetname) = func_proprrespawnzone :
	"Zone that handles respawning and distribution of clientside physics props." []

See also