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Simple physics brush: Difference between revisions

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(Use nolink paramter and BaseEntity templates)
m (wording)
 
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{{stub}}
{{ent not in fgd|codeonly=1}}
{{ent not in fgd|nolink=1|because=it can only be configured through code}}
{{CD|CSimplePhysicsBrush|file1=physobj.cpp}}
{{base brush|simple_physics_brush}}  
{{this is a|brush entity|name=simple_physics_brush}} It is a simple physics brush with no unique properties. Brush entities converted by {{ent|phys_convert}} are turned into this entity. Doesn't have any physics when spawned by other means.
{{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. If you just want physical brush, use a {{ent|func_physbox}}.}}


==Entity description==
==See also==
A simple physics brush with no unique properties. Brush entities converted by [[phys_convert]] are turned into this entity. Doesn't have any physics when spawned by other means.
* {{ent|func_physbox}} - Conventional physics brush
{{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a [[func_brush]], or just use a [[func_physbox]].}}
* {{ent|simple_physics_prop}} - Prop counterpart
 
==Keyvalues==
{{KV BaseEntity}}
 
==Inputs==
{{I BaseEntity}}
 
==Outputs==
{{O BaseEntity}}
 
==See Also==
* [[func_physbox]] - Conventional physics brush
* [[simple_physics_prop]] - Prop counterpart

Latest revision as of 17:58, 17 November 2024

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.
C++ Class hierarchy
CSimplePhysicsBrush
CBaseEntity
C++ physobj.cpp

simple_physics_brush is a brush entity available in all Source Source games. It is a simple physics brush with no unique properties. Brush entities converted by phys_convert are turned into this entity. Doesn't have any physics when spawned by other means.

Note.pngNote:If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. If you just want physical brush, use a func_physbox.

See also