Simple physics brush: Difference between revisions

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(-added class hierarchy, cleanup)
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{{ent not in fgd|nolink=1|because=it can only be configured through code}}
{{ent not in fgd|nolink=1|because=it can only be configured through code}}
{{CD|CSimplePhysicsBrush|file1=physobj.cpp}}
{{entity|simple_physics_brush|type=e2}} It is a simple physics brush with no unique properties. Brush entities converted by [[phys_convert]] are turned into this entity. Doesn't have any physics when spawned by other means.
{{entity|simple_physics_brush|type=e2}} It is a simple physics brush with no unique properties. Brush entities converted by [[phys_convert]] are turned into this entity. Doesn't have any physics when spawned by other means.
{{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a [[func_brush]], or just use a [[func_physbox]].}}
{{note|If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a [[func_brush]], or just use a [[func_physbox]].}}
==Keyvalues==
{{KV BaseEntity}}
==Inputs==
{{I BaseEntity}}
==Outputs==
{{O BaseEntity}}


==See Also==
==See Also==
* [[func_physbox]] - Conventional physics brush
* [[func_physbox]] - Conventional physics brush
* [[simple_physics_prop]] - Prop counterpart
* [[simple_physics_prop]] - Prop counterpart

Revision as of 07:11, 3 July 2023

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.
C++ Class hierarchy
CSimplePhysicsBrush
CBaseEntity
C++ physobj.cpp

Template:Entity It is a simple physics brush with no unique properties. Brush entities converted by phys_convert are turned into this entity. Doesn't have any physics when spawned by other means.

Note.pngNote:If placed manually using Hammer, the entity will spawn suspended in mid-air and without any solidity. It's usually better to use a phys_convert on a func_brush, or just use a func_physbox.

See Also