Prop physics multiplayer: Difference between revisions

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==Entity Description==
== Entity Description ==
This class is the same as [[prop_physics]], except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.
This class is the same as [[prop_physics]], except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.


==Availability==
== Availability ==
{{in game|point}} {{game-base}}
{{in game|point}} {{game-base}}
{{in code|class=class_c_physics_prop_multiplayer.html CPhysicsPropMultiplayer|file=props_8cpp-source.html props.cpp}}
{{in code|class=class_c_physics_prop_multiplayer.html CPhysicsPropMultiplayer|file=props_8cpp-source.html props.cpp}}


==See Also==
== See also ==
* [[prop_physics]] - The more realistic but resource consuming prop_physics version.
* [[prop_physics]] - The more realistic but resource consuming prop_physics version.
* [[sv_turbophysics]]
* [[sv_turbophysics]]

Revision as of 02:54, 28 August 2007

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Entity Description

This class is the same as prop_physics, except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.

Availability

Template:In game Template:Game-base Template:In code

See also

  • prop_physics - The more realistic but resource consuming prop_physics version.
  • sv_turbophysics
  • Prop Footsteps - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.