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Func brush: Difference between revisions

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(-cleanup, removed false bug)
(-notes)
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:*0: [[VPhysics]]
:*0: [[VPhysics]]
:*1: BSP ([[QPhysics]])}}
:*1: BSP ([[QPhysics]])}}
{{KV|NPC class excluded from collisions|intn=excludednpc|classname|If an NPC classname (i.e. {{ent|npc_zombie}}) is specified here, NPCs of that type won't collide with these brushes.}}
{{KV|NPC class excluded from collisions|intn=excludednpc|classname|If an NPC classname (i.e. {{ent|npc_zombie}}) is specified here, NPCs of that type won't collide with these brushes.  
:{{Note|In {{portal}} can be used with {{ent|prop_energy_ball}} }}
:{{Note|Not usable with anything in {{l4ds}}}} }}
{{KV|Invert NPC class exclusion|intn=invert_exclusion|bool|If set, then the excluded NPC class will consider this brush solid, and all ''other'' NPC classes will consider it non-solid.}}
{{KV|Invert NPC class exclusion|intn=invert_exclusion|bool|If set, then the excluded NPC class will consider this brush solid, and all ''other'' NPC classes will consider it non-solid.}}
{{KV EnableDisable}}
{{KV EnableDisable}}

Revision as of 22:59, 9 February 2024

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C++ Class hierarchy
CFuncBrush
CBaseEntity
C++ modelentities.cpp

func_brush is an e2 available in all Source Source games. It's a generic brush entity with various features.

It combines the functions of func_wall, func_illusionary and func_wall_toggle from Goldsource. The older entities can still be used, for an insignificant amount of memory saved.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourcePortal 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.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Solidity (Solidity) <choices>
Used to control the solidity/collision of these brushes.
  • 0: Toggle - The solidity can be toggled together with its visibility.
  • 1: Never Solid
  • 2: Always Solid
Solid BSP (solidbsp) <boolean>
Set this to BSP if the player seems to rotate oddly relative to the surface.
NPC class excluded from collisions (excludednpc) <classname>
If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
Note.pngNote:In Portal can be used with prop_energy_ball
Note.pngNote:Not usable with anything in Left 4 Dead seriesLeft 4 Dead series
Invert NPC class exclusion (invert_exclusion) <boolean>
If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Tip.pngTip:If Solidity is Toggle, disabling will also make the entity non-solid.
Red x.png
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Flags

Ignore player +USE - Entity will ignore all Use inputs, including ones from the player. : [2]

Inputs

SetExcluded
Change the NPC class that does not collide with the brush.
SetInvert
Whether to reverse the NPC class exclusion rule.
Toggle  !FGD
Toggles the enabled state of the entity

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetDamageFilter <targetnameRedirectInput/string>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
Todo: move/mention at proper place

See Also