Simple physics prop: Difference between revisions
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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 prop_dynamic, or just use a prop_physics.
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{{ent not in fgd|nolink=1|because=it can only be configured through code}} | {{ent not in fgd|nolink=1|because=it can only be configured through code}} | ||
{{CD|CSimplePhysicsProp|file1=physobj.cpp}} | {{CD|CSimplePhysicsProp|file1=physobj.cpp}} | ||
{{ | {{this is a|name=simple_physics_prop|e0}} It is a simple physics prop with no unique properties. Model-based entities converted by [[phys_convert]] are turned into this entity. Doesn't have any physics when spawned by other means. This is also used for objects being dissolved by a [[trigger_portal_cleanser]]. | ||
{{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 [[prop_dynamic]], or just use a [[prop_physics]].}} | {{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 [[prop_dynamic]], or just use a [[prop_physics]].}} |
Revision as of 13:00, 4 January 2024

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CSimplePhysicsProp |
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simple_physics_prop
is an e0 available in all Source games. It is a simple physics prop with no unique properties. Model-based entities converted by phys_convert are turned into this entity. Doesn't have any physics when spawned by other means. This is also used for objects being dissolved by a trigger_portal_cleanser.

See Also
- prop_physics - Conventional physics prop
- simple_physics_brush - Brush counterpart