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 | == 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
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.