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Simple physics prop: Difference between revisions

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m (→‎See also: Unicodifying, replaced: See Also → See also)
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
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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]].
{{this is a|point entity|name=simple_physics_prop}} 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 17:21, 17 May 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
CSimplePhysicsProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ physobj.cpp

simple_physics_prop is a point entity available in all Source 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.

Note.pngNote: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.

See also