Func wall: Difference between revisions
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Warning:This entity will set its angles to 0 0 0 upon spawning. This means if this entity is present inside rotated instances, it will not be rotated correctly!
Bug:
clientside ragdolls pass through this entity while they correctly collide with func_brush (tested in: l4d2)
Important:This is a preserved entity in 






.
If the game has round restart mechanics this entity may not behave as expected:
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
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{{CD|CFuncWall|file1=bmodels.cpp}} | {{CD|CFuncWall|file1=bmodels.cpp}} | ||
{{this is a|brush entity|name=func_wall}} {{base brush legacy|func_brush}} This is obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been deprecated by the [[func_brush]] entity with its ''Solidity'' property set to ''Always Solid''. | {{this is a|brush entity|name=func_wall}} {{base brush legacy|func_brush}} This is obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been deprecated by the [[func_brush]] entity with its ''Solidity'' property set to ''Always Solid''. | ||
{{bug|{{l4ds}} clientside ragdolls pass through this entity while they correctly collide with func_brush|tested=l4d2}} | {{warning|This entity will set its angles to 0 0 0 upon spawning. This means if this entity is present inside rotated [[instance]]s, it will not be rotated correctly!}} | ||
{{bug|{{l4ds}} clientside ragdolls pass through this entity while they correctly collide with [[func_brush]]|tested=l4d2}} | |||
{{PreservedEnt|func_wall}} | {{PreservedEnt|func_wall}} | ||
__NOTOC__ | __NOTOC__ |
Revision as of 15:57, 6 November 2024

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
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CFuncWall |
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func_wall
is a brush entity available in all Source games. Legacy support only. Use func_brush instead. This is obsolete entity from Half-Life provided for backwards compatibility. Has been deprecated by the func_brush entity with its Solidity property set to Always Solid.













If the game has round restart mechanics this entity may not behave as expected:
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Inputs
Use <void>- Deprecated.
Nonfunctional; leftover fromQuake and
GoldSrc, where using or targeting a func_wall would toggle between +0 to +9 and +A to +J texture sets. Use env_texturetoggle or material_modify_control instead.