Talk:Physics prop: Difference between revisions
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:Didn't know that its classname is changed to prop_physics actually, but its being kept since this entity is present in nearly all Half Life 2 beta maps, along with [[dynamic_prop]]. This can be compared to [[func_wall]], its likely only kept for backwards compatibility, but its obsolete.--[[User:Ficool2|Ficool2]] ([[User talk:Ficool2|talk]]) 14:43, 6 August 2018 (UTC) | :Didn't know that its classname is changed to prop_physics actually, but its being kept since this entity is present in nearly all Half Life 2 beta maps, along with [[dynamic_prop]]. This can be compared to [[func_wall]], its likely only kept for backwards compatibility, but its obsolete.--[[User:Ficool2|Ficool2]] ([[User talk:Ficool2|talk]]) 14:43, 6 August 2018 (UTC) | ||
::func_wall is its own entity, as is [[func_illusionary]]. Both are obsolete entities that have been overall replaced by [[func_brush]]. physics_prop, however, is not an obsolete entity; it is the deprecated former name of [[prop_physics]]. It was changed at some point in development, likely when they decided to create more prop classes and wanted to keep their names consistent. I don't know if there is any behavior to document from the Half-Life 2 beta that is any different from prop_physics in retail. In fact, the code class for prop_physics, <code>CPhysicsProp</code>, still bears the physics_prop name. We could easily use this as a redirect to [[prop_physics]] and mention the "physics_prop" legacy there. --[[User:Blixibon|Blixibon]] ([[User talk:Blixibon|talk]]) 18:12, 6 August 2018 (UTC) |
Revision as of 11:12, 6 August 2018
This is literally another name for prop_physics
LINK_ENTITY_TO_CLASS( physics_prop, CPhysicsProp );
LINK_ENTITY_TO_CLASS( prop_physics, CPhysicsProp );
LINK_ENTITY_TO_CLASS( prop_physics_override, CPhysicsProp );
Not only that, but its classname is changed back to prop_physics after spawning:
if ( FClassnameIs( this, "physics_prop" ) )
{
SetClassname( "prop_physics" );
}
Why do we need an entirely different article for this, exactly? --Blixibon (talk) 14:39, 6 August 2018 (UTC)
- Didn't know that its classname is changed to prop_physics actually, but its being kept since this entity is present in nearly all Half Life 2 beta maps, along with dynamic_prop. This can be compared to func_wall, its likely only kept for backwards compatibility, but its obsolete.--Ficool2 (talk) 14:43, 6 August 2018 (UTC)
- func_wall is its own entity, as is func_illusionary. Both are obsolete entities that have been overall replaced by func_brush. physics_prop, however, is not an obsolete entity; it is the deprecated former name of prop_physics. It was changed at some point in development, likely when they decided to create more prop classes and wanted to keep their names consistent. I don't know if there is any behavior to document from the Half-Life 2 beta that is any different from prop_physics in retail. In fact, the code class for prop_physics,
CPhysicsProp
, still bears the physics_prop name. We could easily use this as a redirect to prop_physics and mention the "physics_prop" legacy there. --Blixibon (talk) 18:12, 6 August 2018 (UTC)
- func_wall is its own entity, as is func_illusionary. Both are obsolete entities that have been overall replaced by func_brush. physics_prop, however, is not an obsolete entity; it is the deprecated former name of prop_physics. It was changed at some point in development, likely when they decided to create more prop classes and wanted to keep their names consistent. I don't know if there is any behavior to document from the Half-Life 2 beta that is any different from prop_physics in retail. In fact, the code class for prop_physics,