Simple physics brush: Difference between revisions
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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.
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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]].}} | ||
==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

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CSimplePhysicsBrush |
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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.

See Also
- func_physbox - Conventional physics brush
- simple_physics_prop - Prop counterpart