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Prop physics multiplayer: Difference between revisions

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(-added class hierarchy, cleanup, l4ds altname to prop_physics)
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{{CD|CPhysicsPropMultiplayer|file1=props.cpp}}
{{this is a|name=prop_physics_multiplayer|e0}} It is identical to [[prop_physics]] except that it bounces away from collision (if [[sv_turbophysics]] is enabled), which helps to avoid the prediction errors that normal physics objects typically generate.  
{{this is a|name=prop_physics_multiplayer|e0}} It is identical to [[prop_physics]] except that it bounces away from collision (if [[sv_turbophysics]] is enabled), which helps to avoid the prediction errors that normal physics objects typically generate.  
{{bug|The Name keyvalue does not function correctly in Source 2007. A workaround is to create a [[logic_auto]] or [[logic_relay]] with an addoutput,targetname output.}}
{{bug|The Name keyvalue does not function correctly in Source 2007. A workaround is to create a [[logic_auto]] or [[logic_relay]] with an addoutput,targetname output.
{{todo|Test if this issue has been fixed in later versions of Source.}}
{{todo|Test if this issue has been fixed in later versions of Source.}}{{confirm|seems to be false bug because I don't see anything related to name in source code}}}}
{{AltNames|name1=prop_physics|game={{l4ds|4}}|misc=CPhysicsPropMultiplayer doesn't seem to be present {{l4ds}} and physicsmode keyvalue works when used on prop_physics}}


== Keyvalues ==
== Keyvalues ==
{{KV|Physics Mode|intn=physicsmode|choices|Sets the physics mode used by the prop.}}
{{KV|Physics Mode|intn=physicsmode|choices|Sets the physics mode used by the prop.
: {{physicsmode choices}}
:* 0: "Auto Detect"
{{KV RenderFields}}
:* 1: "Solid, Server-side"
{{KV BasePropPhysics}}
:* 2: "Non-Solid, Server-side"
 
:* 3: "Non-Solid, Client-side"
== Flags ==
}}
{{Fl|4194304|Attempt to override gib with the character gib system|only=BMS}}
{{note|All other keyvalues / inputs / outputs are identical to [[prop_physics]]}}
{{Fl BasePropPhysics}}
 
== Inputs ==
{{IO|Ignite|Ignite, burst into flames.}}
{{IO|IgniteLifetime|<code>Ignite</code> with the given lifetime. {{todo|Before the flames extinguish, or before health reaches zero?}}|param=float}}
{{IO|IgniteNumHitboxFires|<code>Ignite</code> with the given number of hitbox fires.|param=integer}}
{{IO|IgniteHitboxFireScale|<code>Ignite</code> with the given hitbox fire scale.|param=float}}
{{I BasePropPhysics}}
{{I RenderFields}}
 
== Outputs ==
{{O BasePropPhysics}}


== See also ==
== See also ==
* {{ent|prop_data}}
* [[Prop Types Overview]]
** {{ent|prop_physics}}
** {{ent|prop_physics_respawnable}}
** {{ent|prop_physics_override}}
** {{ent|prop_sphere}}
** {{ent|prop_dynamic}}
** {{ent|prop_static}}
** {{ent|prop_ragdoll}}
* [[Alternate Multiplayer Physics]] - an article on modifying the source code to this entity.
* [[Alternate Multiplayer Physics]] - an article on modifying the source code to this entity.


[[Category:Physics]]
[[Category:Physics]]

Revision as of 00:41, 20 March 2024

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

prop_physics_multiplayer is an e0 available in all Source Source games. It is identical to prop_physics except that it bounces away from collision (if sv_turbophysics is enabled), which helps to avoid the prediction errors that normal physics objects typically generate.

Icon-Bug.pngBug:The Name keyvalue does not function correctly in Source 2007. A workaround is to create a logic_auto or logic_relay with an addoutput,targetname output.
Todo: Test if this issue has been fixed in later versions of Source.
Confirm:seems to be false bug because I don't see anything related to name in source code
  [todo tested in ?]
AltNames.pngAltNames: In Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series, this entity is also tied to prop_physics. CPhysicsPropMultiplayer doesn't seem to be present Left 4 Dead seriesLeft 4 Dead series and physicsmode keyvalue works when used on prop_physics

Keyvalues

Physics Mode (physicsmode) <choices>
Sets the physics mode used by the prop.
  • 0: "Auto Detect"
  • 1: "Solid, Server-side"
  • 2: "Non-Solid, Server-side"
  • 3: "Non-Solid, Client-side"
Note.pngNote:All other keyvalues / inputs / outputs are identical to prop_physics

See also