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{{wrongtitle|title=prop_physics_override}}
{{CD|CPhysicsProp|file1=props.cpp}}
==Entity Description==
{{this is a|model entity|name=prop_physics_override}} A prop type that will override the properties built into its model, making it work like a <code>[[prop_physics]]</code> entity. The health of props can also be overridden by using this entity.
A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Health can be overridden on this version.
==Keyvalues==
* {{kv basepropphysics}}
* '''health'''
: <integer> Number of points of damage to take before breaking. Doesn't break with 0 set here.
==Flags==
* {{fl basepropphysics}}
==Inputs==
* {{i basepropphysics}}
* '''Ignite'''
==Outputs==
* {{o basepropphysics}}
==See Also==
* [[prop_physics]]
* [[Prop Types Overview]]
[[Category:Entities]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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{{note|Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a [[prop_dynamic]] and parent it to a nodrawn [[func_physbox]].}}


Generally, if a <code>prop_physics</code> in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a <code>prop_physics</code>, without any drawbacks.


Although this entity provides the freedom of turning any prop into a physics prop, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games.
* [[prop_physics]]
* [[Prop Types Overview]]
* [[Prop Footsteps]] - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.
{{important|Spawned entity's classname in-game is automatically changed to <code>prop_physics</code>}}


== Keyvalues ==
{{KV|Health|intn=health|integer|Number of points of damage to take before breaking. 0 means don't break.
:{{otherKIO|2=Regular prop_physics cannot override health but prop_physics_override can. All other|1=prop_physics}}}}


== See Also ==
* {{ent|prop_data}}
* [[Prop Types Overview]]
** {{ent|prop_physics_multiplayer}}
** {{ent|prop_physics_respawnable}}
** {{ent|prop_physics}}
** {{ent|prop_sphere}}
** {{ent|prop_dynamic}}
** {{ent|prop_static}}
** {{ent|prop_ragdoll}}


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Latest revision as of 04:34, 19 May 2025

C++ Class hierarchy
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp

prop_physics_override is a model entity available in all Source Source games. A prop type that will override the properties built into its model, making it work like a prop_physics entity. The health of props can also be overridden by using this entity.

Note.pngNote:Models must have a collision wireframe, or they will not work. If you intend to use a collision-less model as a physics object, make it a prop_dynamic and parent it to a nodrawn func_physbox.

Generally, if a prop_physics in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a prop_physics, without any drawbacks.

Although this entity provides the freedom of turning any prop into a physics prop, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games.

Icon-Important.pngImportant:Spawned entity's classname in-game is automatically changed to prop_physics

Keyvalues

Health (health) <integer>
Number of points of damage to take before breaking. 0 means don't break.
Note.pngNote:Regular prop_physics cannot override health but prop_physics_override can. All other Keyvalues / Inputs / Outputs are same as prop_physics.

See Also