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Func wall: Difference between revisions

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(-added class hierarchy, preserved ent, cleanup)
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{{tabs|func_wall|goldsrc=1|source=1|main=source}}
{{tabs|func_wall|goldsrc=1|source=1|main=source}}
{{obsolete|entity=1}}
{{obsolete|entity=1}}
{{this is a|e2|name=func_wall}} {{base brush legacy|func_brush}}  
{{CD|CFuncWall|file1=bmodels.cpp}}
==Entity description==
{{this is a|e2|name=func_wall}} {{base brush legacy|func_brush}} This is obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been replaced by the [[func_detail]] entity and the [[func_brush]] entity with its ''Solidity'' property set to ''Always Solid''.
Obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been replaced by the [[func_detail]] entity and the [[func_brush]] entity with its ''Solidity'' property set to ''Always Solid''.
{{PreservedEnt|func_wall}}
 
== Keyvalues ==
{{KV|Minimum Light Level|intn=_minlight|string|The minimum level of ambient light that hits this brush.}}
{{KV Targetname}}
{{KV RenderFields}}
{{KV Global}}
{{KV Shadow}}
 
== Inputs ==
{{I Targetname}}
{{I RenderFields}}
{{I Shadow}}
 
== Outputs ==
{{O Targetname}}

Revision as of 20:03, 8 February 2024

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
C++ Class hierarchy
CFuncWall
CBaseEntity
C++ bmodels.cpp

func_wall is an e2 available in all Source Source games. Legacy support only. Use func_brush instead. This is obsolete entity from Half-Life provided for backwards compatibility. Has been replaced by the func_detail entity and the func_brush entity with its Solidity property set to Always Solid.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.