Func physbox multiplayer: Difference between revisions
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Confirm:Can become clientside if small enough similar to Clientside prop physics
Note:All
(-added class hierarchy, cleanup) |
(stub, confirm) |
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{{CD|CPhysBoxMultiplayer|file1=props.cpp}} | {{CD|CPhysBoxMultiplayer|file1=props.cpp}} | ||
{{this is a|brush entity|name=func_physbox_multiplayer}} It is identical to {{ent|func_physbox}}, except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get. | {{this is a|brush entity|name=func_physbox_multiplayer}} It is identical to {{ent|func_physbox}}, except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get. | ||
{{confirm|Can become clientside if small enough similar to [[Clientside prop physics]]}} | |||
{{OtherKIO|func_physbox|All}} | {{OtherKIO|func_physbox|All}} | ||
{{stub}} | |||
== FGD Code == | == FGD Code == | ||
Revision as of 08:19, 30 July 2024
| CPhysBoxMultiplayer |
func_physbox_multiplayer is a brush entity available in all
Source games. It is identical to func_physbox, except not Solid to players by default and the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.
Keyvalues / Inputs / Outputs are same as func_physbox.FGD Code
@SolidClass base(func_physbox) = func_physbox_multiplayer: "This entity is identical to func_physbox, " +
"except the runtime collisions use a more bouncy method that avoids " +
"the prediction errors normal physics objects get."
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]