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Gib: Difference between revisions

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(-added class hierarchy)
m (Classifying as model entity)
 
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{{ent not in fgd}}
{{ent not in fgd}}
{{CD|CGib|file1=1}}
{{CD|CGib|file1=1}}
{{this is a|point entity|name=gib}} This an entity that is produced when another entity is killed or destroyed. Common examples are [[npc_cscanner]] and [[npc_clawscanner]] from {{hl2|4}} which produce {{ent|gib}} entities when they are broken, each gib resembling part of them. Gibs can be picked up and thrown just like {{ent|prop_physics}}
{{this is a|model entity|name=gib}} This an entity that is produced when another entity is killed or destroyed. Common examples are [[npc_cscanner]] and [[npc_clawscanner]] from {{hl2|4}} which produce {{ent|gib}} entities when they are broken, each gib resembling part of them. Gibs can be picked up and thrown just like {{ent|prop_physics}}
==Entities which produce {{ent|gib}} entities upon death==
==Entities which produce {{ent|gib}} entities upon death==
===={{hl2|4}}====
===={{hl2|4}}====

Latest revision as of 04:31, 19 May 2025

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Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CGib
CBaseAnimating
CBaseEntity
C++ gib.cpp

gib is a model entity available in all Source Source games. This an entity that is produced when another entity is killed or destroyed. Common examples are npc_cscanner and npc_clawscanner from Half-Life 2 Half-Life 2 which produce gib entities when they are broken, each gib resembling part of them. Gibs can be picked up and thrown just like prop_physics

Entities which produce gib entities upon death

Half-Life 2 Half-Life 2

Todo: Complete this list.